Thanks for the response. Looks like we're good to go with just using the latest druglab mod, and get all of the benefits. We want the full drug experience; just wanted to be sure there wasn't anything in the other mod that wasn't in druglab. We're going to start using it on our server cluster, and I think I may start extending what you've done, since you have what appears to be well-balanced chemistry going on. I started a chemistry mod because I needed it to support my nuclear mod (hydrofluoric acid was needed), but I was happy to see yours here, which just does chemistry and sticks to trying to do that well. So we'll see where it goes. You're welcome to come see what we do with it. One note: I personally think it's best to leave sulfur with the other raw-materials. Based on the recipe order your mod gives sulfur, it almost looks like it might just be a typo that sulfur ended up in your recipe group, but we did move it back in our catch-all fix mod.
BTW, it if helps in balancing: we computed that, based on the temperature and energy capacity given for water in the game, 1 unit of fluid is about 50 ml. So our nuclear process normalizes to that based on molarity and such. Don't know how you've normalized your chemistry, but worth mentioning in case you haven't computed that from the water value. If you did it some other way, I'd like to know.