I'm literally doing the same thing at this point. But since I'm using many small networks (in order to not trivialize logistics too much mostly) that tends to get a bit messy. Still, that's a working makeshift solution.
Sorry 'bout the last paragraph, I still had LTN in mind so it seemed clear in my head. Let's see…
At the moment, if you want Iron Ores to go to a given rematerializer and Copper Ores to go to another one, you have to hook one pair to A-1 for instance, and the other to A-2. And so on and so forth until you are swarmed by networks.
With filters, you could hook all your ores on the same arbitrarily-chosen network and then set a filter on the receiving end so the rematerializer only accepts those items (or use the default behavior if left blank).
As for the said filter…
What I had in mind was setting up an item signal on the combinator. (Since we're using one to set the network anyway, why not put it to use all the way?) So if you set an Iron Ore signal with any intensity, the rematerializer would only pull iron ores from the dematerializers.
Depending on what you can/want to do, you might also use the strength of the item signal to act as a "request amount" kind of thing, but that would defeat the purpose of the shipments thing and possibly make things way more complicated.
Now, about multiple items… from what I understand going by the deciding factors for dematerializers, you didn't make this mod with that in mind. If that's the case, have it ignore item signals and revert to default behavior/become inactive if it's receiving more than one?
If you had multiple items in mind… I'm all out of simple ideas to solve that, sorry. Going the LTN way with request amounts would work, but it would go against the simplicity of this mod.
(Beside, if you really need multiple items, that's for a very specific end, so you could as well make a dedicated network for that. There's no real need to remember it anyway, since it will only be used for that one purpose.)
Anyway, that's just some very basic ideas, hope that any will be of interest to you.
As an aside, have you ever played with AAI Programmable Vehicles? Its Vehicle Depot has a built-in combinator (as a separate, invisible entity I believe). With Teleporters having to be hooked up to a combinator anyway, having a built-in one might make sense.