I tried adding this mod to a current save that I have and it doesn't seem to hide military technologies. I tried starting a new save and it correctly hides military technology. Not sure exactly what the issue is - I did some debugging and in my current save
game.print("Turrets? " .. tostring(technologies["turrets"].enabled) .. ", " .. tostring(technologies["turrets"].prototype.enabled))
Will print out true, false, but calling
force.technologies["turrets"].reload();
or
force.reset_technologies()
in a migration script doesn't seem to fix it. Setting each technology specifically to enabled = false in the migration fixes it though. Not exactly sure why that's needed, I feel like the reload should do the trick.
I'm running v0.18.32 of the game and 0.2.6 of the mod.