Well, first of all, I must point out that I have incorporated the functions that are in scraplib into this mod, so it is unnecessary to use scraplib. I'm fairly certain that it won't harm anything by having them both loaded, but I just wanted to mention that. Also, just to be clear, you WILL need boblibrary in order for Scrap2 to work.
In the latest version (0.17.2) I did a lot of balancing of almost every item, so for that reason, the numbers you see will be different (some higher, some lower) than in previous versions. Also, there are three variables influencing the amount of scrap produced: one is the probability factor, the 2nd is the amount modifier, and the 3rd is a "hard-coded" value in the mod's code. The values for probability and amount modifier can be changed in the mod settings.
The 3rd hard-coded value is a result of the balancing I did. For example, the green circuits have a value of 1, the red circuits have a value of 2, the blue circuits have a value of 12, etc. The actual amount of scrap produced each cycle depends on this number multiplied by the amount modifier, and on the probability. And yes, the hard-coded values represent (admittedly arbitrarily in some cases) the number of ingredients needed to produce the item.