A lot of people complain about spoiling, so this provides them with more effective tools, than just shortening production lines.
It adds freezing and melting as extra steps for longer spoil time. The balance can also be tweaked in settings by adjusting ice effectiveness.
Refrigerators are locked behind cryogenics, which means a lot of spoilable science has already been produced and the initial challenge of spoilage has been overcome. Now they provide a quality of life, making spoilage much less of an issue.
There is still supply chain optimization to be done, as the items still spoil a bit over their journey, refrigerators do not "heal" spoiling or eliminate it, they only stop it while item is inside the powered entity.
This mod does make the game easier all things considered, but introduces a few extra steps too.
The changes suggested seem a bit too complicated and raise tech to more endgame than this is aimed for.