You raise a few very valid point. I'll start off with the cost balancing.
I wasn't really concerned with the material cost. But truthfully, the way Factorio has it setup for the vanilla underground belts is a bit odd already. To explain; for the vanilla belts you pay 5 belts and a few gears. but the actual reach from the underground to underground is 6. for the x2 the cost is 10 belts but the actual reach to line up with being 2 vanilla belts is 12, and the ratio goes from there. for the x4, its 20 belts, but the reach is actually 24. I figured in an engineering sense that the gears paid were just for the mechanism that starts the belt going underground and brings it back up again, the belts that go into the recipe being the distance decider.
even just ignoring the 'mechanical' thoughts listed above, the cost to distance ratio makes no sense in an of itself in vanilla and this is just made worse when offering x2/x4 of vanilla.
I'll will go over the recipe's and make it so that 2x/4x are x2/x4 the cost of the vanilla to balance it a bit more.
As for the research, two things there;
(1): this is my very first mod and I am just learning how to mod. I haven't yet figured out how to make it into a research.
(2): Making the x2 and x4 pipes or belts require additional research makes no sense to me. you already researched the underground belt technology, why would you need more research just to created extended versions? its the same design of how the belt goes underground and comes back up again, you are merely extending underground section.