I'm almost ready for release (Yes, that's what I've been telling myself for the past month or so!), and your suggestion is not trivial (checking the state of a button is, but I don't want to mess with the GUI right now). I won't add this for the next release, but after that one is out, I'll start working on it.
Actually, toggling installed sensors already is on my todo list. Just needs some thinking about how to build the interface. Adding a button for every sensor would be simple, but then you'd have a GUI with very long lines -- not optimal. What would you think about replacing the current switch for "Request from buffer chests" with a button "Sensors" that would open a relative GUI placed at the right of the main one: a table where the first (or only) button in each line toggles the sensor (e.g. turn off Enemy sensor or Repair sensor). Additional buttons could be placed to the right of it to toggle features related to the sensor (e.g. Request from buffer chests, Toggle requester, and Toggle provider next to the button for the logistic sensor). The sensors GUI would only ever be shown for one vehicle, so if you have opened the sensors' GUI of one vehicle and click the button of another vehicle, that would turn off the button of the first vehicle and update the relative GUI with the sensors of the second vehicle.
Do you think that makes sense?