Hello,
In vanilla, the modules inside your power armor count towards the Spidertron if you're in it:
Power Armor MK2 = 10x10 = 100 cells
Spidertron = 10x6 = 60 cells
That's 160 cells worth of equipment.
In your mod with the Spidertron MK6, you have a 12x12 = 144 cells worth of equipment
Perhaps finetuning it to allow for identical scaling in the endgame as with Vanilla could be considered.
Looking into your files, the top resistances (spiderneer4 and spiderneer5 deep table copy) are equal to that of the Power Armor MK2 in Vanilla: https://wiki.factorio.com/Power_armor_MK2
Acid: 0/70%
Explosion: 60/50%
Fire: 0/70%
Physical: 10/40%
The Spidertron in Vanilla has: https://wiki.factorio.com/Spidertron
Acid: 0/70%
Electric: 0/70%
Explosion: 20/75%
Fire: 15/60%
Impact: 50/80%
Laser: 0/70%
Physical: 15/60%
Now, I don't know why a Spidertron has those certain resistances (Laser, Electric) - It solely serves a PVP purpose as there aren't any vanilla enemies with those types of damage. However, you can see that the resistances to Physical are greatly improved while Explosion and Fire are different (i.e. varying flat/percentage resistances)
Perhaps allow the MK5 and MK6 Spiderneer (and/or 7th in case you decide to add a technology to line up with the equipment grid equal or better than 160 cells) to carry the best of both worlds (i.e. flat explosion value from the PA MK2 but percentage explosion value from the Vanilla Spidertron).
Thanks for the concept of starting with a Spidertron as your engineer and researching upgrades for it, it's very amusing!