additional argument for case 1 : that "limit stack bonus" (if possible, please not only ignore on/off, but limit to a value between 1 and researched bonus, similar to inserters) would not only be useful to restrict capacity for a single drone, but also in several other types of situations, eg on a longer distance where i might want to not get items in huge bursts every few minutes and rather want to use 18 drones for 1 stack each, or 9 drones for 2 stacks each, instead of 3 drones for 6 stacks each) for a specific depot.
having all those settings from idea 2 would be nice, of course :-) but when checking signals all the time in a script is too time consuming, some/most of those settings might also be useful as constants that are settable in a depot gui, besides the bonus also eg the network ID and priorities probably wouldn't have to be dynamic in most cases (which also would trigger recalculation of networks, for even more burden on UPS).
independent from how it is implemented (gui or signals), network IDs might be the solution to some problems i have with buffer and requester depots: two buffers at opposite sides of my factory "prefetch" items, but when one of them runs low or dry, drones start traveling through the entire factory to fetch items from the other buffer which in turn may run low/dry from the additional demand and those drones too will now fetch items from the other buffer depot. it looks cute when watching that busy factory, but like rush hour in real life it can be unnecessarily annoying to have big trucks needlessly go back and forth through the entire city. having a provider set to network -1 ("all/any") and the two buffers with their respective nearby requesters to network 1 and network 2 probably would solve this problem easily, just like the opposite problem of having two ore fields, each with its own local smeltery, which currently in my map sometimes start stealing resources from each other. having one or a few miners and the corresponding ore requesters in one seperate network each, 1 and 2, but both their plate providers in -1 would also solve this problem.
splitting long transport routes into several parts with relay stations between them also would be much easier with separate network IDs which allow for a joint physical road network that has one network ID for each part. currently i have to separate the roads from each other and add multiple transfer stations to reconnect them. the buffer depots are only a partial solution which is only usable when those long routes are split only into two parts, and also only when there are no other buffers anywhere else (eg unusable when there are two distant ore fields on opposite sides of the map). with different IDs, the track pieces could simply be chained with several pairs of providers and requesters.
and as bad and maybe confusing as the "round robin" on the early versions might have been, i now have big problems to give priorities (or at least the same priority) to several providers and ore fields. any additions like networks or priorities could be helpful in those cases too.
no matter what (future) details are, the mod is a lot of fun and very useful already as it is now.
thanks for giving us this completely different alternative to belts, bots, trains, logicarts, etc.