Hmm, this sort of idea is about when I would split things off into a submod to accommodate the new features without messing with the simplicity of the base mod. That would certainly be one way to filter out only the most dedicated of users, who would be more likely to figure out how to make it work without reporting it as a bug lol.
I'll look into this when I can, I might not be able to get around to this until Sunday
EDIT: Likely implementation will be (up to) 9 separate string-value settings (one per additional spidertron), using simple codenames in place of the actual internal names (the other settings already go through a string conversion process anyways, shouldn't be too difficult), separated by comma or semicolon (I can make it work with both), and any fields left empty or invalid will just not be implemented.
Last thing might be an in-game message warning the user if they have an invalid string, so they can go back and fix it (while ignoring the empty fields), thus allowing the user to enter as many, or as few spidertrons as they prefer. Also, the number 9 was chosen as 10 is the number of icons per row in the crafting menu, so when adding in the modified spidertron from this mod, you end up with a full clean line of customized spidertrons (assuming no other mods affect the ordering)