actually, yes. It was designed to still exist in the game. though it is essentially a ghost item if the player sets the value to 0. It was assumed that setting it to zero meant the game's recipes had been changed in a way that made the ingredients the pack needed to be uncraftable....which usually meant that no progress could continue.
setting any of the packs to have a result count = 0 prevents that pack from being added to any technology costs associated with research. It does not, however, remove the item itself, or the recipe from the game. It did have the drawback of making the recipe produce nothing (although i felt this was a mute point, because it was assumed that if the config was set to 0, this meant that another mod had made the necessary ingredients to craft the pack unobtainable...or the player did not want to play with this pack included and thus wanted it to be removed from technology costs, or there was some other issue)
See "Turrets" tech should normally have packs 1 and 2 as requirements for the research. setting pack 1 to have a result of 0 tells MSP to remove that pack from all technologies (not true, actually: it doesn't remove it. it simply never adds it)... and the recipe does in fact have it's result_count changed as well. though i was planning to adjust this...but then realized the whole reason for including this disabling-mechanism was because it was a method of telling the game 'hey, i can't make this science pack (because another mod has broken the recipe), so don't include it in any research costs'
so when you set the military pack to = 0, it doesn't actually remove the recipe unlock, it just prevents that pack from being necessary to complete any research. it does set the recipe to output nothing, but this was considered unimportant, as the only reason a person would disable a pack is if they can't craft the necessary ingredients.