I played Space Age with a mod that turned off spoilage on ag sci so that will be a welcome change. If there was a way to wire up a lab to know when you need a certain science, I'd be OK with the hassle. But since we can't, turning off spoilage for science makes sense to me.
As to changes, I get it. You have been very clear about this. But I still appreciate the reminder. What issues do you have with those recipes? I found setting up bio sci to be challenging in a mostly interesting and different way than other things. I'm particularly proud of figuring out a way to have everything automatically jumpstart after a catastrophic disruption. I also made the mistake of not centralizing all the spoilable items and recipes into a single location. Like I ship leaves instead of trees. Forced me to adjust my train network to prioritize spoilable cargo.