While I do want to see this mod make it to 2.0, I do mostly agree with snouz here. There is a bit too much included, some of which doesn't even belong. Bio Industries should primarily about wood and environment kind of stuff.
First to go - all the "tweaks." The random recipe changes that have nothing to do with Bio, like Iron sticks in concrete or concrete in power poles. Debatably concrete in rails, but the mod does provide the cheaper wooden rails. I think it also has long reach and maybe walk speed. Why?
I think the crusher and crushed stone can go. If crushed stone is found in other mods that can be used, otherwise normal stone. As provided here, it just doesn't provide enough value.
The darts I could take or leave. They're very weak, only really useful at all before you can even automate wood. The wooden walls are similar. Probably also the Bio Cannon. They are thematically appropriate for "Bio" but as combat items, maybe they should move to NE Buildings if they aren't already duplicated there.
I also would not be sad to see the solar stuff go. Solar floor, solar wall, big solar. I don't ever use them personally. But I also don't see any particular reason to take them out. "It exists elsewhere" never stopped modders before, and it's not hurting anything.
Of course the wood production is the highlight of this mod. And I think it does it better than any other mod I've seen. There's an actual process to it, that gets better but more complicated as you go down the tech tree. The closest to it I know of is Arboreum, which just cycles seeds to get wood and has tiers of machines. Everything else is just basic boring "Insert water, get wood." Discounting anything from large modpacks anyway. Who tries to use Angel's Bio standalone? Or Pyanodon's if you can even do it.
Finally, the Bio oil. It's a pretty interesting and uncommon (if not unique) idea. I think it could use a balance pass, but I would like to see it stay.