This is something that is much easier said than done. This is the primary reason I have avoided making specific mod integrations with or for large mobs such as Bobs, Angels, or Sea Block. Not that I am against them, but that the changes within those mods are numerous and large enough that there may be major integration issues, thorny licensing issues, especially, and who is the original owner of specific work, and who can build a mod based on that work.
I would need to play through a base game + Krastorio2 to get an experiential understanding of what Krastorio2 does, as well as develop a map on which I can test integration. After an initial look into technology tree, for what I think you are asking for, I think I have identified the following buildings in Krastorio2 that are not in the base game:
Querry Drill
Bio Lab
Greenhouse
Research Server
Advanced lab
Fuel Refinery
At this time, your understanding of what Krastorio2s’ buildings are is way better them mine. Please post here if this is what you mean by Krastrio2 buildings.
I also did an initial load test with and was able to identify at least one load issue. I'm sure it is not a bug in any of the mods, but an integration issue, where two of the mod authors take a different fork, from a mod with an optional dependency, which creates the bug.
Regarding licensing, under credits, there are a number of credits to other graphic artist and mod developers. Is this right transferable to another mod builder from Krastorio2? Will I have the rights to use someone’s graphic work as a basis, adding color rotation for the new mod?
The other issue comes up, for ongoing support for the mod. When a new release comes out, a game map can end up being completed useless until all the mod authors update their mods to the new Factorio version. On small mods, that can take a day or two, for large mods, that can take several months. If there are optional dependencies, a mod with an optional dependency on another mod can't even start updating their mod until the mod they are depended on is updated. Without naming mod or authors, an example of this is Factorio has 0.17.xx has 2876 mods, while version 0.18.xx has 1799 mods as of this writing. Not all of the authors of 0.17.xx mods have had updated their mods to 0.18.xx.
While not saying no to your request, it is something that will take a lot of time and has to be done with caution, to make sure that existing mods and content is not broken, new bugs or exploits are not introduced, as well as the sub-component developer's rights are not inadvertently trampled on. Finally, testing will will be a time sink, since every combination of every mod with an optional dependency combination will have to be tested.