In hindsight, that makes perfect since. I was letting my hope blind my reason it seems.
I would love it if you did include more "belty" options within your mod, but should you? Here's my view as I approached your mod, maybe that'll give you some insight and help you determine if it fits your vision of your mod.
I just got off of testing out Py where I designed some new inner-base production block barriers [see YouTube -Bigfoot - Big Base Engineering - Standard Detail chapter if you want more detail] that work hand in glove with the longer underground length belts that come with Py.
With 2.1 I want to start my first true mega-base. For that, some new higher tier belts sound very useful. Your mod has the most professional presentation of all the belt mods that I seen. I trust that your mod will work. And its compatible with loaders I use and etc. Awesome! It'll likely be 100 or so hours before I really know if your mod will work for me, but I have faith in it.
But now I've got to download some other mod to increase the vanilla belt underground length by 2. Some other mod that I dont know how active the developer is or if it'll end up causing some issue down the road.
I recognize that in vanilla belts are cheap. So why shouldn't I use a higher tier belt if I want longer reach? I use belt speeds to cap my production rate often. I intentionally use lower tier belts in some instances to prevent over-production.
I prefer to have as few mods as possible for any given playthru. I feel it decreases the likelihood of conflicts or base-breaking scenarios.
Does your mod need to have the ability to modify all belts in one easily configurable location? No. It might benefit it though.
I apologize for the long winded response, but I felt your question warranted a proper one.