I should note here that those stats don't work for every campaign. Different DMs will interpret the translation of a kiloton-level energy blast differently. As you're aware, I never used your recommendations for planetary hit points or the like, instead allowing for creatures and objects with literally billions of hit points. By the same token, my own stats for a Nuke spell (worked out years before I ever saw mention of an "Immortal's Handbook" I should mention in fairness) were perfectly capable of annihilating a typical D&D fantasy city while still allowing for supremely powerful defenses to permit survival.Well I already have stats for that in 3E...they are in the Epic bestiary.
That said, a mere kiloton blast isn't actually all that impressive; in fact the Hiroshima bomb was estimated to have yielded 13 kilotons and that was only the second atomic bomb detonated in the history of humankind. The first, the one detonated at Trinity to prove the Manhattan Project had yielded a usable weapon, was based on plutonium rather than Uranium-235 and had a yield of 20 kilotons (the bomb dropped on Nagasaki was also plutonium).
I've estimated based on radii of destruction that the Nuke spell in my game (which has a minimum caster level of 30, and bases its stats on caster level) has a minimum yield of about 10 megatons. I didn't put in force-based effects or out-and-out disintegration like UK's version; however, I do consider both Force damage and the damage dealt by a Disintegration spell to be "Advanced energy" types in my game, and the Nuke spell deals another type called Plasma damage- so by comparison with core-rules 3.X it probably works out similarly. The stated effects of a Nuke spell are three radii of destructive power: an inner ring (out to 1/4 mile per caster level), a middle ring (out to 1/2 mile per caster level), and an outer ring (out to 3/4 mile per caster level). The inner ring deals 10d6 Plasma damage per caster level to everything in it, and allows no save to reduce damage; the middle ring deals 10d6 Fire damage per caster level instead but allows a Reflex save for half (stating also, however, that Evasion and other such abilities are ignored), and the outer ring just has tornado-force winds within it for 2d4 rounds. Not as realistic, I admit, but easy to use in game (and besides: it's magic!).
Glancing at the stats given for Orcus in Hordes of the Abyss, I'd estimate that he could survive a hypothetical Nuke cast at up to level 15, if the dice rolled really low; this would be roughly equivalent to a 1-megaton blast going by radii of destruction. Of course, that version of Orcus is usually scoffed at as being weak by people with a taste for Epic games, so YMMV.