Ah both are quite interesting cases.
Obviously, you can't craft things that go beyond engine limitations, and there is no balanced way of capping the amount of resources. It's also easy to reach this with less extreme examples simply by bumping up the settings.
So now, when the mod detects a recipe that goes beyond the cap it will instead replace it with the base recipe again, but with allow_quality = false. This should mean if you select the "impossible" recipe it will auto-eject the quality modules, just like it happens with productivity modules on recipes that don't allow for productivity.
The other case is recipes that don't cost any resources. Balance would be poor if you could just craft these recipes at higher quality without downside.
So as a fix I have decided that the primary resource of ingredient-recipe is the time itself (or more accurately: the electricity to run the machine), so this is what will be affected by the crafting cost multiplier instead.
All this to say: Fixed.