I stopped using the aforementioned mod because the labs have issues with how they handle spoilage when the spoiled item can also be used (Dev mentioned this is intended behaviour, may be moddable in a future update). The one spoilage slot is filled up, and then let's say the blue science slot gets filled when it spoils into military science instead of moving the spoiled military science down into the correct slot, preventing new blue science from entering.
Using a circuit condition to only insert full groups of science packs is one way to prevent a buildup, but requires a mod than can read current research, and another to account for pack depletion. Overall it is not fun to design.
As to the compatibility, I would assume most likely the barrelled science does not spoil, or spoils into the packs directly, instead of also the barrelled form, which would be the intended behaviour. Although it could also work perfectly I just cannot sandbox how the item prototypes are inherited in my head and sadly I got too concerned about my 100+ hour playthrough to test it.
You've made some cool mods. I'll download the "mine AoE" and "heat resist pipes" mod and see if it works with "call a plumber"