I'll preface this by noting that I'm coming to this largely from an ATOM perspective (because that's how I got involved with this mod in the first place), but some parts will be relevant to other configurations as well. (Even less will be relevant if you're not playing with Krastorio 2.) Also, comparisons with K2 recipes assume that wood pulp is turned into wood (via pulp + resin made from pulp recipes) to get a baseline number.
The existing wood production recipes have a problem - they're kinda bad compared to the Krastorio 2 ones. The first tier is just awful. The second tier is slightly better than K2 wood from water alone, but way behind K2 wood with sand. Tier three is still behind but it's approaching defensible. And the fourth is actually super effective, but by the time you get there are you going to completely rework for it?
Now, if you're playing with BI and K2 but not ATOM you're going to say "hey wait, those numbers sound wrong". That's because in the presence of K2, BI quadruples the yield of everything. And ATOM undoes that, seeing it as too extreme. But even with it in place, it doesn't feel good IMO.
The BI greenhouse type buildings also have a problem, which is that they're much more complicated and expensive to make, and don't really offer anything in return for it. Same crafting speed, a little less energy consumption, less module slots on the nursery.
An additional factor that was brought up in discord discussion is that with large tech multipliers it can take a long time and a whole lot of chopping trees to get to the point of being able to automate wood production.
And I've got a beta test version out that makes changes to address these issues. You can find it here: https://github.com/Morganite-MLI/Bio_Industries_2/tree/Rebalance
Things changed for everyone:
-Tier 1-3 wood production recipes are much faster. These are balanced to be a moderate boost over K2 recipes of a similar level of technology and recipe complexity. Tier 4 hasn't been changed, it already seems good enough. (The intent is for these recipes to be used without the 4x multiplier, but it hasn't been removed from the code because then they would be nerfed in ATOM; at some point this multiplier will be exposed instead. I haven't coded that yet though, so in a non-ATOM K2 game the yield will be higher than intended. Of course, I'm a firm believer in Factorio Your Way, so if you want a ton of wood, you can have a ton of wood. But for your information, as it were.)
-A basic tree farm has been added. It's slow and doesn't have very high yields, but also available quite cheaply and quite early. (It's also a burner machine; don't try to feed it wood to burn unless you want a net negative yield.) The graphics come from the Zen Garden mod, which has a compatible license and was the best thing I could find for "trying to grow wood without glass or fluid handling". Though I'd prefer something that looks more mechanical as well, but... well, you can't always get everything you want.
Changes specific to games with K2:
-An option to hide the Krastorio 2 wood recipes (including the one added by AAI industries). The tier 1 BI recipes are moved to the K2 greenhouse tech when this is turned on.
(This was added because some are pushing for doing so in ATOM after the BI recipes have been improved. I'm not sold on this idea myself, but I'm also not the boss of ATOM, so who knows what will happen there.)
-An option to change the crafting speeds of the bio farm and bio nursery by a multiplier has been added, and an option that increases the energy cost of seed/sapling/wood recipes (BI and not-BI alike on the latter) by a multiplier has also been added. Both of these default to 2. These are exposed for testing purposes, and will not be visible in the final release. (Which is also why they don't have localization.)
That last one needs some explanation. This is my try for "there is a reason to switch from the K2 greenhouse to the BI buildings" - if this approach is taken, and the default numbers used, wood production will be at half speed until upgrading to the higher end buildings. To be honest, I'm not entirely satisfied by this, but it's the only thing I've been able to come up with that doesn't also boost the tier 4 recipes, which I feel like are already good enough. I very much welcome any suggestions... on pretty much any of this really, but especially if anyone has any other ideas on how to accomplish this goal.
And that's basically it, I guess. This mod has not been high in my queue for porting to 2.1 because I want to do this stuff first, but that queue is probably going to start getting shorter again, so if you've got thoughts on any of this, now's the time.