I love the thought process in this mod, and I think it takes great lessons from the Fulgora design philosophy.
This idea/thought applies to the Adaptation recipes (e.g. voidtronic adaptation). The balance on these recipes doesn't do enough to encourage the voidtronic use over the original recipe. We add the complexity of dealing with byproducts, but the power and space footprint of not dealing with intermediaries in the traditional recipes are often lost. Much in the way that the Fulgora scrap recipes provide more output value, I think the adaptation recipes should be providing more.
Examples with no input and half a red circuit output:
A) Voidtronics = 4.7 Assembly 2 (adv. circuit), 7 Voidforge (voidtronic), 7 Voidforge (void flux), 7 Voidforge (void fuel)
[obviously the distribution of power sources and void buildings can be moved about, but with little change in total footprint]
B) Traditional = 6 Assembly 2, .5 Chem (plastic), 1 Oil Refinery, and about 14 Voidforges + 5 Steel Furnaces for the basic items.
Note that A does not account for dealing with the random outputs while B has the benefit of using the basic items like iron or petroleum for other outputs if circuits are idle.
Considering that you want people to play with your new mechanics, ideally more frequently than they would choose to just play the game "normal", I think you've got a few ways to solve this. Either make the void adaptation aggressively more valuable/interesting AND/OR remove some traditional recipes to force the use of the void (e.g. get rid of the green circuit, red circuit, and engine recipes).
Some of this also philosophy applies to the evaluation of using voidworks over voidforges. The footprint for power generation is greater than just using voidforges with adjacent voidfuel generators. I think perhaps the focus has been too much on "balance" instead of tech "improvement". New things should be better.