I briefly looked into this a bit and it's possible it can be done, but I'll have to look more into it when I'm back from vacation. Sadly it's possible it might just not be worth it:
I can break research ingredients down to raw resources. Such as iron ore, copper ore, coal, stone, uranium ore, water, crude oil, etc. Then I can sum up the total of these raw resources and with that calculate the "cheapest" tech.
Although, this is not entirely straight forward, though. While iron ore, copper ore, stone and coal probably can be considered to be equally expensive, crude oil and uranium is far more valuable. Water on the other hand is practically worthless. If AR is to pick research in a sensible order I need to weight these materials, but that's not as easy as it sounds. For one, players can change game parameters, making some raw materials scarce while others are plentiful. And mods may add more resource types which I can't really know the value of (unless I constantly update AR to balance this, but that's not something I wish to do).
I still like the idea of basing effort on more than just the amount of science packs, but breaking it down to the raw resources might not actually be helpful.