I noticed this as well, and so far it has not been a big hindrance--it's a nice bit of complexity like many of your mods add. But I can see how for some playstyles it'd be a big issue.
Two solutions seem most obvious, though they're very different:
1) include an expensive/inefficient green circuit recipe that lacks fluid ingredients (presumably using wood or stone instead of bakelite, as K2/SE do).
This would make it possible to handcraft GCs at any point in the game after they've been unlocked, at a cost.
2) include a cheaper/more efficient green circuit recipe that uses plastic
This would make it possible to handcraft GCs later in the game, and also allow more efficient automated production. I worry, however, that it would render natural gas mostly useless after the early game, except perhaps for hydrogen production. A solution might be to add a recipe for converting nat gas to pet gas, allowing plastic production without dealing with oil byproducts. This would keep it useful at least as an alternative to oil. I can imagine games that wouldn't use oil at all, instead relying only on nat gas for plastic and sulfuric acid, and on coal liquefaction for lubricant and flamethrower fuel.