Some of the tech requirements in Nullius are more conceptual than merely the minimal set of requirements to be able to craft something. The concept here is that prior to proper glassmaking tech, the glass you have access to is inferior quality, suitable for some purposes like chemistry lab vessels or windows, but with microscopic flaws that make it unsuitable for very delicate tiny lenses needed for sensors. I didn't want to actually represent these grades of glass with separate intermediate items, because I'm trying to keep intermediates somewhat more streamlined than that, but your glass gets slightly better quality with glassmaking tech and is now suitable for sensors.
I am sensitive to the fact that some people like to go for a rail grid base from early on, and also some of those players like a high tech multiplier (you're not the first to point out that rail signals take a while to unlock with high tech multipliers). So I'm on the fence about this. I kind of like sensor technology to not be trivial and also to have sensors in rail signals, so there are some constraints here that make it awkward to have them be super low tech. For regular players I would say that once you automate electronic science at all, the research costs are low enough that it's not hard to power through to the later electronic techs. Electronics tech was designed to be early mid game, with some essential stuff like train signals that you need pretty early, it was not conceived as something super expensive. But with a big multiplier obviously it's a different situation.
In general, do be careful with a super high tech multiplier for Nullius, because the tech costs already inflate a lot more than vanilla when you get to physics and astronomy. It's meant to be kind of cheap tech for the first half, precisely because there is a lot of essential stuff you need to start building a big rail base, but the latter half will make up for that. After you have all the tools you need to build big, the tech costs will make you do it. Some people who don't like to build big already give up somewhere around late chemistry or physics as the costs grow exponentially, so a big multiplier is a big commitment. Check out the end game technologies. The last rocket science tech is all you need to win, and that's 100k science. But then there are some post victory techs for millions of science, and a much wider array of infinite techs than vanilla. So there are some built in rewards there for building really big factories.
If you end up biting off more than you can chew with a high tech multiplier, you can change it in the settings, so it's not necessarily a game ender. But the same logic goes both ways. If you consider certain electronics tech to be essential before you can start scaling up your factory, you could always go the other way and only turn on the multiplier once you have your essential basics like train signals researched.