You raise good points. Originally the mod was just an easy no hassle waterfill without any bells or whistles extremely cheap to craft and no settings at all.
Now that it has grown a bit beyond that thinking about research is a good next step.
On the other hand waterfill is cheaty by itself no matter how expensive or time consuming the recipe (or research) is. Red and green science are easily achievable within your first hour or two if the game and even explosives aren't that hard to get to.
I do agree mostly. The current defaults are set to not deviate too much from the original intent which does make it cheap, changing that to a more expensive default might be worth it.
There are mods that used to move research around quite a bit (angels mods and bobs mods used to and may still do this). And yes this does cause issues when configs are changed however these configs or settings are startup settings meaning that they aren't too dynamic. Also it is entirely possible to fix most of these issues through the console since usually the issue is just recipes not being enabled.
Anyway I will look into adding research after looking into ways to make waterfill less deadly.