Hi again, and thanks for your thoughts!
In terms of realism, I've answered a similar question in this recent thread. But the general idea is that I view vanilla factorio less as a re-creation of tech history, and more as recovering recently-understood technologies by an individual from a very technologically advanced society. This is a bit of a different approach from, say, Industrial Revolution 2, which does indeed take that historical perspective.
More specifically, one core piece of this mod is to establish one general trait of aluminum as being a general-purpose "electrical" metal (among other traits), whereas copper largely remains the general-purpose "electronic" metal (among other traits). In order to establish that feeling a little more clearly, I chose to put copper as an early unlock, so it feels a little more valuable, and aluminum feels a little more mundane. This also reflects our modern-day world.
Indeed, as you point out, the primary reason to remove the tech would be compatibility. I believe I've solved the general issues you raised around recipes/ingredients appearing earlier to prevent weirdness or deadlocks. If any new compatibility issues arise, I hope to solve those in implementation to keep the core flow of the mod as is.
I'll try to add something to this mod's FAQ to address the realism/historicity question.
And one last note. If you are interested, I'm currently working on a sort of cross-mod "lite" setting that would get rid of most of the modifications the mods make, and supply only the core resources, intermediates, entities, and relevant recipes, etc.