Your thanks is greatly appreciated, and in fact all of these changes have been considered at one point or another.
1) Inserters were not added to the EM plant due to my design philosophy; inserters have many small and complex moving parts, and things like that need to be made in an assembly machine. Based on the EM plant's animations and vanilla recipes it mostly just handles things like wire coiling/wrapping, not complex part assembly. Same goes for many foundry recipes, although I was a lot more lenient with that.
2) Stack inserters are basically the same as the other inserters, so no EM plant, but also no biochamber since no part of the inserter assembly process seems like an actually organic one.
3) Turbo belts and friends are already only able to be made in the foundry, unless you mean adding casting recipes or allowing crafting them on other planets than Vulcanus. I might consider belt casting recipes in the future, but locking Turbo belts to Vulcanus is a pretty clear balancing feature from vanilla that I won't be violating in the base mod.
4) I can't remember the exact reasons I didn't put railgun ammo in the cryo plant, but I feel like they were fairly arbitrary, so I'll reconsider in the future.
Later on I'll add more features that are disabled by default but available anyway because I understand everyone's vision is a little different. For now I'm focusing on my core vision for the mod, which is to remain immersive within the game world.