I assume it's caused on this side so reporting it here first. Tested with just those two mods (and obviously space age + dependencies).
EV:Refining adds an alternative grenade recipe to the Military 2 research. I cast bullets appears to removes this recipe from the entire tech tree. It's still present but even if set on assemblers before this mod is added (the bug still occurs on new games) it will not work as the game thinks the recipe isn't researched.
Looked at the code a bit and while I know dick about coding in general, it it possible that the files for casting piercing and uranium ammo entirely overwrite the effects of military 2 and uranium ammo techs? It kinds looks like it to me, which would mean more incompatibilities with any mod that simply add recipes to these techs which get overwritten.