As in FAQ already pointed out:
Q: Why is this mod dependent on Schall Tank Platoon mod?
A: This mod uses the prototypes related to new ammo (incendiary rocket, napalm bomb) from it, just adopting them on the land mines. Also it is logical to set prerequisite on that mod.
I do not want to place the same piece of prototype code in three (or more) mods. Maintaining same piece of code in multiple mods is not fun at all (and is bug prone). Setting dependencies is the reasonable choice.
Also in tech research sense, now I have napalm / poison warhead in three separate mods (Tank Platoon, Artillery, Land Mine).
Logically, two of them are just derivative uses of a first one, which should be achieved with much smaller cost (e.g., to develop a poison land mine, when one already knows how to create a poison warhead/bomb). Making them as three independent research with full costs (research from anew) do not make sense.
Making the three tech of the same type of warhead having optional dependency / conditional changes on each other in tech prerequisite and tech costs would be a nightmare (and bug prone).
Considering tanks are the popular choices among the three weapon systems, my solution is to use Tank Platoon as my "core" mod, and let others having dependency on it.
I have another solution to make the three mods independent of each other. That is to make a new "core" mod to place the "warheads" tech to it. The rockets (bombs), artillery shells, land mines would be all (and just) descendants of the core tech. But I wonder if you would like this solution at all, since it will create a new layer of "tiny" warhead techs.
Honestly I do not like this solution. Because players who use Tank Platoon will find this extra set of unnecessary "tiny" tech (compared to current version). There does not exist a solution that could please players of every choices.
For the "wild" number of "tiny" tech, what could be a better solution?
In Rechargeable weapons, now I have separate tech for each gun (6 in total). Unlocking multiple guns in one single tech could be a bit too powerful?
In Tank Platoon, the amount is mainly contributed from each tank tier (light/medium/...) and upgrade (MK1/MK2). Turning off MK1 and MK2 can cut the number by 2/3, which I think is already the necessary minimal. I cannot imagine of a good way to further compress that, without breaking compatibility with other mods (say, the new autocannon and cannon shells for turrets in Ammo Turrets).