Have been busy with my three new mods. So finally have time for your request.
Before going into details, I have to correct one thing I have overlooked in my previous reply:
The ratio for AO3 on uranium ore (thus set A) is already penalized by 50%. My other sets were based on this ratio, so it was wrong for me to say, for example, "Allow conversion from AO2 without penalty" for set B. The correct statement would be "Both AO2 and AO3 is penalized by 50%."
So I need to correct the values (and/or statement) for all sets, like the below. All based on your assumption (from first post) for extra copper ore.
A1/ AO3 1:1, AA 1:5 (Just treat it as precious as uranium ore, allow conversion from AO3 with 50% penalty.)
A2/ AO3 1:1, AA 2:5 (A lead is treated as 2 copper ores, allow conversion from AO3 without penalty.)
B1/ AO2 4:1, AO3 1:1, AA 2:5 (Allow conversion from AO2 with 50% penalty.)
B2/ AO2 2:1, AO3 1:1, AA 2:5 (Allow conversion from AO2 without penalty.)
C1/ AO1 8:1, AO2 2:1, AO3 1:1, AA 2:5 (Allow conversion from AO1 with 50% penalty.)
C2/ AO1 4:1, AO2 2:1, AO3 1:1 AA 2:5 (Allow conversion from AO1 without penalty.)
D/ OR suggest your own set of ratios.
Hence please revise your choice of ratio sets.
In any case, by the nature of this mod, I feel it is better for my mod to stay early in the mod load order, with consequence mods using optional dependency on this mod. (For example, your suggested Lead mod is loading later than K2 and SE, which is also loading later than a ton of other mods. Putting this mod after them will kind of defeat my purpose of providing public function calls.)
So I would actually prefer to put the necessary code into where those ores are coming from (say, Lead and Titanium mods). Both of them allow GitHub code submission, so I guess brevven will not mind accepting my code there.
Anyway, I have updated my instructions (in FAQ) for fellow modders, for adding morph recipes from external mods. The two example pieces of code (for Lead and Titanium mods) still need adjustments in the numbers, but otherwise already working in the game.
I have not yet made the code for K2, as my laptop is not good at running these high-demanding overhaul mods. Yet the idea stays the same.