Hello, as with many other enemy mods that add damage types to enemies, this mod doesn't adjust player entities and items to cope with them. For example, walls have an innate resistance to some of the default damage types but 0 against those introduced by mods. Same goes for power armors and such.
You introduce explosive biters that we have innate protection against (at least, power armor has), so an enemy dealing 1000 damage suddenly "only" does 200 damage against the player. But along comes a nuclear biter and you take the full hit no matter what. Having an enemy of the same "rank" deal 5 times the damage as the other is out of balance. Or even 3 "ranks" lower and still deal 2x more damage than the one 3 "ranks" higher.
Then there are conflicts; mods such as Krastorio 2 have a damage type and damage type reduction called Radioactive, while Rampant has a damage type called Nuclear.
These issues are tricky to deal with as a modder, but basic support for the more popular overhauls should be doable (K2, SE, B&A). The very glaring issue comes with Poison, as Poison is used in vanilla to heal, so introducing resistance to it also reduces the amount healed by it (Including mods that introduce poison capsules or auto-repairing walls and such...) I would suggest removing poison as a damage type for the enemy faction but keeping the damage type resistance for enemy faction.
Walls are pretty much obsolete come the higher tiers of enemies because they don't scale, unlike damage types (infinite damage research for turrets) so I can understand the disinterest of balancing those though.
Anyway, my 2c