Of course, there are many methods to give the same outcome. by changing load order and all those override stuff.
But honestly I think setting load order would be a poor solution, especially when the subsequent mod(s) come in adding/modifying to early armours. For example, player A1 uses mod A and this mod, while player A2 uses mod A and Klonan's mod, player A3 uses all three... So should mod A tries to "line up" in a "proper place" in the load order? When another mod, say mod B, kicks in... Player B1 uses mod B and this mod, player B2 uses mod B and Klonan's mod, player B3 uses these three, player B4 uses these three AND mod A, ... Gosh! There are endless combinations, when more mods kick in. Using load order and override will initiate a vicious chain of "line up" in load order, while what needed in most of these mods are simply:
1. Appending the category to any existing grid. Or
2. Create a grid, since there is no existing grid. (Or allow player to choose which mod creates the grid.)
IMO, using load order is good only for when there are obvious prerequisite chain. (Like my Tank Platoon introduced basic, MK1 and MK2 tanks. Alien Tech introduced MK3 tanks. Obviously Alien Tech needs Tank Platoon in the dependency list.) (Example two would be my Alien Loot and Endgame Evolution: the enemies in the latter mod drops loots if earlier mod is enabled; but still can work without it. So gets the optional dependency.)
But for mods doing similar but different things (like in our case, both can be powered by early armours, but doing irrelevant things), there are no obvious prerequisite relations between the mods.
So still, I think the "most simple" way would be allow setting grid size (say, from 1x1 to 4x2) as an option of Klonan's mod. Such one simple option in Klonan's mod can avoid all those load order and override mess. Have you ever tried such a feature request?
Or even better, should ask Klonan for providing the "append" option as well. Perhaps there will be a third (and fourth, ...) mod that we are unaware, may also try to do something to early armours. Current status of Klonan's mod will not be compatible to them anyway.