I had a little look into the extended vanilla mod and saw that it does indeed set the crafting modifier to 0 whenever armour is removed.
I think you could add some compatibility in to account for this. By setting the extended vanilla mod mod to be an optional dependency you ensure it is loaded first. Then I added an event to control.lua:
script.on_event(defines.events.on_player_armor_inventory_changed, function(event)
if script.active_mods["Better-Power-Armor-Grid"] then
local player = game.players[event.player_index]
AdjustPlayerStat(player, 'character_crafting_speed_modifier')
end
end)
Note: The internal name for the extended vanilla: personal equipment mod is "Better-Power-Armor-Grid"
So if the mod is installed and you take your armour off then: extended vanilla sets your bonus to 0. But then the rpg mod sets it back to your correct bonus.
I have done some testing with and without the extended vanilla mod and this seems to be working.
If you have time it would be great if you could verify and test this and maybe implement if you think it's a good solution.
I think it would be great to keep being able to use both together without the need for commands or farming amnesia potions.