Almost every item is different, so the recipes won't work anyway if you don't modify them. Copper isn't a thing, most of the other intermediates are different. Even the crafting machines are different, so you wouldn't be able to craft most of them anyway. There's no getting around porting them.
Changing the order field is the least of your worries compared to the actual substantive changes required. Overriding the order field is literally a one line change, and that one line change in a data-update pass is all that's required to keep a tech or recipe from being disabled. You don't have to change the name of the recipe, it's either/or, whichever method is easier. And usually padding a prefix to the order field is no big deal because order isn't meaningful except in relation to everything else. And everything else in Nullius will have that in the order field already, so you'd want the order field set for it to sort properly.
Same with techs. None of the prereqs exist in Nullius, so none of your technologies will be accessible anyway. All of the science flasks are different, so your techs aren't going to work until you change the research costs. There's no way to get around manual porting. And if you have to give it a manual once over, changing the relatively unimportant order field to have a Nullius prefix is the least of your worries.
You basically need a separate Nullius version of your recipes and techs for Nullius for all the reasons I mentioned, not just because of an arbitrary naming convention. The naming convention is just an easy way to mark that that work has been done and they are expected to actually work. All of these required changes can either be conditionalized to be overridden when Nullius is enabled, or they can be separate versions that are defined when Nullius is enabled.
Nullius is a complete overhaul that doesn't use any Vanilla techs or recipes, and only uses a small subset of the Vanilla items. The available resources are quite different. Most other mods keep the basic Vanilla framework and add to it instead of replacing everything. The more different they are from vanilla, the harder it is to port stuff to them.
I've ported around 20 popular mods to work with Nullius already. It's often only a couple hours of work if it's just a matter of porting the recipes and techs. It depends on what else may need to change, depending on the mod whether it's any more complicated than that. You can see these ports in the files I mentioned previously. Most of them are actually quite simple and a small amount of code, with a few exceptions like transport drones and advanced fluid handling that need more than just the recipes and techs ported.