Hello,
I had a few ideas for extra settings for you mod to let players customize:
1) Do not replace vanilla recipes: This would prevent your mod from replacing vanilla recipes and make the mod less overhaul-like. With this both the crush input and ore input recipes would be options. Useful for people who want to add the mod to an existing base and not spontaneously break everything. This would also prevent soft-locking some planet mods that lack iron/copper (none that come to mind but it would be good compatibility future proofing)
2) Crushed replacement 1 to 1: In some cases, the requirement of crush inputs feels like a downgrade compared to vanilla (recipes requiring 1.5 crush:ore make the crusher neutral, and some recipes that go 4:10 are downgrades unless the advanced crusher has productivity mods ~= 17%). This would be useful for people who want the mod to be more of a bonus/power fantasy.
3) Remove glass from space science: Self explanatory. I may be missing something here but the glass demand (and by proxy stone) is way higher relative to the byproduct produced from the asteroids. It feels like this hamstrings science production. I realize this can be accomplished by disabling glass, but some people want glass bud dislike the science complication.
4) Add some option to allow holmium solution without Sand: I think this is honestly a bug, but with all your mod's settings disabled holmium solution still requires sand instead of stone
5) No byproducts from Asteroids: Might be another bug, regardless of settings crushing asteroids has Stone/Coal/Sand byproducts. This setting might need to be wrapped into suggestion 3.
6) Crush + Crush Recipe menu subgroup. In general, mods tend to flood the Intermediate products tab, making finding items hard to find. A subgroup for your mod's intermediates helps solve clutter from too many mods.
Thank you for the great mod!