No worries about the thread, it's close enough to what this mod does.
Short version: the recipe half is possible, the tech half isn't, and the size is the real answer.
Locking a recipe to one planet works fine, surface conditions do that and this mod already uses them. Ore per planet is easy too, autoplace is planet-side anyway. So an "Angel's Nauvis" holds up on paper.
Technologies are where it stops. They're force-wide, there's no per-planet tech tree in 2.0. Space Age only ever gates by science packs you can't produce anywhere else, so you'd be duplicating every Angel's and Bob's tech and rewiring it behind planet-locked packs.
And Angel's and Bob's don't add, they replace. Circuits, steel, ore processing, the science packs, all overwritten in place. Keeping Nauvis vanilla means restoring every one of those and re-adding the Angel's version as a locked copy, plus splitting the crafting categories so a normal assembler can't just build them.
I counted, out of curiosity: ten of the ~31 Angel's/Bob's mods carry about 1700 recipes and 430 techs, angelssmelting alone is 395 recipes. Vanilla plus Space Age is around 250. Then there's the upkeep, 31 mods by other authors, and any update can break a fork like that silently. Angel's renaming its prototypes to the "angels-" prefix already killed a lubricant fix in another compat mod, and that was one rename.
K2's Space Age support also comes from the K2 team, inside K2. That's the realistic shape for something this size, it has to come from the overhaul's own side.
So it's not something I'm going to build, sorry. This mod stays a patch on purpose: give back what Space Age can do on a planet and Angel's takes away, nothing past that.