In heavily (speed) beaconed setups, productivity modules in the crafter can actually increase output better than speed modules. Since productivity is multiplied with speed, there is always a speed threshold beyond which a small productivity boost is better than a big speed boost. In other words, there is actual a use case for productivity modules even without input (e.g., vanilla pumpjacks on a depleted field).
I actually hit this limitation whilst trying to make beacon-heavy primiste plant. I had a circuit-controlled switch between normal and coherent recipe depending on the supply of coherence tea. That ended up sending the productivity runes to the trash slot when downgrading to the normal recipe.
Point being, I think that there is an argument to allow productivity runes also in normal void recipes, even if they take no inputs.