Managed to find the problem that was causing the lab to not accept Bob's science packs.
Go to the mod file. Find \LiquifyScienceandLab_0.0.14\prototypes\biglab.lua
ctrl+f and put in {{ if (mods['bobtech']) then }} without the outside double brackets. Beneath this you'll find the inputs allowed for the big lab in game. Delete the second "logistic-science-pack", because it'll throw an error when you try to start, and then remove all the '---' before the various science packs. This will allow the big lab to accept all bobs tech science including all the alien science packs.
I don't know why the final build of this mod got posted with these lines commented out, but that fixed it for me. I also bumped the lab up to 12 modules because I intend to run a challenge mode where I only use a single big lab for all my research right up through Space-X launch mania. I figure twelve speed modules with max level bobs belts feeding it with attached loaders should be entertaining. I'm scared of the power drain it's going to take though. Especially once I start beaconing this beast.