Thank you for the thoughts and for sharing your design perspectives.
I am not stuck and do not really need anything. I was just fishing around for ways to massage the setup so that the alternate plastic recipe may be usable while creating an intended level of challenge and style of solution. I hadn't fully considered the power increase that any new recipe would unlock.
Those two mods for reverse cracking seem like what I will try in the future, unless there is another idea that comes up. I like how those are surgical changes and how they are pre-existing mods.
To be clear, I ended up not using the solid fuel, because I already had the chain to rocket fuel that you are picturing. For some reason in my save, there just aren't enough rocket launches. When I've read forums about how people deal with petroleum maxing out, the usual answer is to increase science production as a whole so that it drains petrol->plastic->chips. That answer stops working if you are using an alternate source of plastic.
I am curious why others do not run into this issue. Do you have a guess why? I take it it doesn't happen in your own test playthroughs.
I can post a save somewhere if it would be of interest. I'm not sure the best way to do that.
Another answer, aside from the mods you link to, would be to set up coal liquification. The wiki even suggests that as a way to make lubricant. I thought about it, and I think I avoided it due to needing calcite and coal as inputs. That seemed a pity for something that was previously a pure fluid-based recipe, so I worked out the voiding-based solution.
I really like the new plastic recipe, and it's very powerful. It feels like Gleba but a little simpler due to the alternate recipe for handling spoiled bacteria. It still took me a few tries to keep it from jamming up, but I think got an arrangement in the end that works. (True to Gleba, I seem to never be 100% sure there's not another jam condition that I overlooked!)