Actually, it's gonna be super-easy, barely an inconvenience; I already had a loop going through every vehicle in the game, in order to add grids to vehicles that didn't already have them (if enabled via setting).
All I had to do was modify it to grab the equipment grid, check if it was a power armor grid and create a duplicate if so, changing the valid equipment categories to what they should be (per vehicle type). If it didn't have a grid, and the setting was disabled, then it would be ignored as usual. So grid with legs becomes grid with speed booster, while no grid remains as no grid (if the related grid setting is disabled)
I'd also been considering whether or not I should move the speed booster functionality to its own mod, but part of the reason I made this mod in the first place was so that I could add vehicle grids that used the speed booster instead of the exoskeleton legs. It'd be a bit silly (imo) to have one and not the other; the dual purposes are intertwined in my eyes.
I haven't had much of an opportunity to program in any other language but lua, so I personally have no reason to dislike it lol. Especially when dealing with Factorio (well, the data loading stage, at least), I have a ton of experience at this point with looping through the game's various prototypes and copying/changing properties.
Should be implemented in v2.1.11