i didn't use and test this mod yet, only just saw the mod review by Xterm ...
you answered some other questions by suggesting to use a naming scheme like O(2) for iron ore, O(3) for copper ore, etc. and on the other hand you somewhere said that signals are combined before your mod gets them and thus you currently rely on item signals being used only as indicator of chest contents, leaving only virtual signals available for the channel numbers. and even if you change this, the channel numbers probably will still be summed up just like factorio does on all wires.
thus my question: with your suggested naming scheme, would it be possible at all to have a shared teleporter for iron ore and copper ore ? wouldn't the two signals be added to show only O(5) to your mod which is no intended network at all, might send all iron and copper ore to an uranium receiver which listens on channel O(5), and would only work by chance, eg when you send iron and copper from a shared teleporter and also receive iron and copper (but not also uranium since then it would add up to O(10) :-) with a shared teleporter since all would be in network O(5), but fail if you want to send iron ore to one destination O(2) and copper to another O(3) ? similar would also apply if you want to receive red and green circuits with a single receiver.
did i understand this limitation of your suggestion correctly ?
an alternate approach to this problem might be to use bitwise encoded channel numbers, thus O(2), O(4), O(8), O(16), etc. although that would make setting up channels a bit (pun not intended :-) more difficult, and require the mod to additionally process channel numbers to separate the bits for accessing channels.
i once saw something similar on another mod (sorry, i don't remember which one or even in which version of factorio) that used channel numbers, and where default behavior was to access only the exact number of a given channel (thus allowing 1,2,3,4,... or -1 for "any"). with some mod option it should be possible to get different default behavior of the mod to use comparisons like (if (channel AND filter) != 0) instead of direct comparisons (if channel == filter). using that trick, we would have less channels per virtual signal but overall still in the hundreds (maybe 36 x 30 instead of 36 x 2^31), and several things would (optionally!) be more complicated (but only by a bit), but with the advantage of allowing eg a filter with the value O(6) to mean both channel O(2) as well as (O4), but not O(1) or O(8).