At the risk of sticking my head above the parapet, increasing research costs was one of the things I most enjoyed about this mod. It meant that what to research and when became a trade-off that required some actual thinking, and each age needed at least some kind of plan as to what technologies would be needed so as to not get death-spiralled. It also played really well into the "new better recipes" mechanic: do you go for a technology that offers nothing strictly new but helps produce the resources you'll need, or do you unlock one of the new toys that became available?
Another thing is that you can't really predict what one person's "killer technology" is going to be: I, for one, love landmines and poison grenades, they're great at dealing with nests, and in Vanilla they come along right as your starting resources are running out and you're thinking about expanding. Scaling research costs means I can beeline the poison grenades and be happy, whilst someone who doesn't like them can beeline silicon wafers and be happy. In effect, everyone gets to cherry-pick the stuff they really want at a discount. The quota of technologies to unlock the next age smooths out the bumps a lot, it's not possible to get your tech tree too unbalanced because you still have to research most of the available technologies to unlock the next set.
That you can stop caring about research costs as the game progresses is actually good, and it fits thematically with the mod's premise of showing you scarcity (coal belts, steam pipes, power generation, mining, etc.), then freeing you from entire mechanics and seeing how you adapt.
I would be sad if technology costs were reverted back to vanilla, I think the price going up adds a lot to the game.