Thanks a lot for extending the description. Maybe it's just me, but if I scroll through the mod portal to look if there's something interesting new, I just skip mods without a meaningful description (exept your mod, because it sounded too interesting). Now your mod should get more attraction, if other people act the same.
So I gave v2.0.72 a try on my factorio test instance. I could craft the Unified Computing Unit by hand, but got only one unit. Did you change the recipe and the way it can be crafted between 2.0.72 and .73? I could also craft the Hybrid Module by hand. (Edit: Didn't looked at the change log. This point is obsolete)
I tried the Hybrid Modules in different entities to compare the effects with the vanilla modules - and none entity which don't accept Productivity Modules accepted Hybrid Modules. In 2.0.72 it don't seems that just beacons are excluded, as you wrote in the description. Can you prove it, and change the description if necessary?
Besides that, I have another suggestion. If we once ignore the Efficiency Modules, which no one uses for real, the Hybrid Modules doubles the module slots if you've used half Speed Modules and Productivity Modules before. So maybe the Hybrid Modules are a little bit to cheap for this effect. In vanilla you need 4 modules to craft the next higher tier, so maybe 4 modules of each type for one Hybrid Module would fit better in the vanilla logic.