Mod feels like Py Lite. Nothing wrong with that, Py is great.
I see lots of the inspiration in things like coal ash and some of the recipes for electronic components, creosote and chemistry, etc.
But it does inevitably force the player towards, "why play this instead of py?".
I like what you're doing with the individual production chains, adding complexity to the intermediates while keeping the science packs feeling mostly familiar. Introducing material requirements for buildings like the crusher and steel furnace naturally lead the player towards expanding for new resources as needed.
The byproduct management currently feels very half-baked. Ash from coal for instance is almost immediately sidelined as you get the option to make solid fuel, which in turn means you have no practical reason to build byproduct handling into any builds that aren't going to last an hour.
I presume this is a bandaid for not having a real option for earlygame ash handling, but it feels like a common pattern. Creosote, Sulfur, and Ash from coke processing all seem to have no real use for them at the time you start getting them, leaving the player with no real method to deal with them except forcibly erasing creosote using buggy pump behavior or a flarestack mod.
If you insist on having byproducts for recipes, strongly consider having an early, if bad, use for each of them. Unlock more useful uses as you go, but make sure that "just toss it in a chest" isn't the actual intended solution.
Also, you should probably look into the balancing for your ore processing chains. As it stands, for instance, mining ore has virtually no cost, and the recipe times and crafting speeds on crushers mean you require strictly more buildings to process your ore than to just add more mining and smelting.
Since playing without biters as recommended equals orepatches being functionally infinite just by walking 2k tiles at game start looking for a starter location, ore scarcity is a non-issue from the start, so unlocking new processing recipes isn't itself rewarding, especially when they're arguably worse to use than not.
Alternate recipe options should generally have a tradeoff, such as more power for less buildings required, or more side-ingredients/byproducts for better yields.
That takes time to balance, I'm sure, but just laying them out in the helmod and in the world to compare footprints is a good starting point.