I read and agree with a lot of the things you've pointed out, but this mod was made "for fun" mostly, I didn't put that much effort into it at first, but seeing how much people seem to enjoy it, I'm considering overhauling some of it.
Nice. :-)
As far as other mods go, I'm not super sure how to restrict THEIR inventory as well, without adding every vehicle known to man in the mod files,
But you know what cars are in a game -- at least by the time data-updates.lua is run. You've just to check for data.raw["car"], that's the type car-entities will have. Then you could check data.raw.["car"][other_car].weight and change data.raw.["car"][other_car].inventory_size in proportion to your settings. Of course, loading order of mods is something you can't control without knowing all mods that provide new cars. So it may be that some other mod overwrites your changes again.
(Ooops, just checked: the crawler has a weight of 20.000 vs. 10.000 of the heavy truck, so my suggestion wouldn't work really work for it. However, the vanilla car has a weight of 700 and 80 slots, this truck weighs 5000 and has 160 slots, so it would work at least for some vehicles.)
As previously stated, I'm mulling over some ways to rebalance and basically make this a "real" mod and not just a toy as I play through a new bob/angels 18 go around, and see what realistically feels right and what would be useful as more than a decoration. I do appreciate your input though, and I'll take a lot of it into consideration!
How about increasing the weight of the heavy truck even more? But I'm a bit disconnected at the moment: too much modding lately, too little time for real playing, so perhaps other people may be better judges in regard to balancing. :)