Hello, thanks for the feedback! My thoughts below:
My idea here is to ignore the channel for any placed Ghost/BP, if possible.
Placing blueprints already works like you suggest; everything goes to the default channel and once built, you can use the channel changer tool to fix things. It's when you go to create a blueprint where it might not work quite like you'd expect. The built-in blueprint tool only captures entities that are on the same exact force as the player; there's no way to get it to capture entities from friend/ally forces as well. So if you try and make a blueprint or copy/paste a section, it will be missing any entities that are on non-default logistic network channels.
I have another mod called Friend Blueprints that adds a modded blueprint tool which will capture entities from both the player force and also friend/ally forces. But, it's a little hacked-together, and the mod API limitations have made it so far impossible for me to exactly replicate the built-in blueprint experience.
The 2nd idea is to implement, like LTN Combinator mod it does, a GUI, where you can select the networks where you want to stay in.
This would maybe help for the personal logistics so that you can be either on specific channels or on no channel (disabled pL) or on all channels.
Well, because of how channels/forces work, it won't be possible for the player to be a member of multiple channels at the same time. However, it might be possible for the player to switch which channel they are a part of, so they can temporarily get logistic deliveries from another channel. I have an item on my Github roadmap to investigate this. The way I'm picturing it now would be to have the channel editor GUI appear in the corner when you open the character sheet / inventory. But I'll take a look at LTN Combinator too, for inspiration...thanks for the suggestion :)