in you mod cranes are very speedy, and they have low stack size, It lоoks rather unnatural [...] Maybe increase their stack size?
Unfortunately this is the only way to make cranes comparable to a line of 3 or 6 inserters.
On paper there're two ways to make cranes as fast as 6 inserters: you can either give them x6 of speed or x6 of handsize. However if I were to x6 the handsize then when a player researches the tech that gives inserters +1 handsize bonus a line of 6 inserters would receive a +6 handsize bonus (cos they're 6 separate inserter entities receiving +1 bonus each) while a crane would only receive +1 which result in cranes massively underperforming. This could've been fixed by creating a new inserter bonus technology effect type (that gives cranes a unique +6 handsize bonus) but all the technology effect types are hardcoded and you can't create a new one.
I'm very much aware that increasing the speed is not ideal (it actually leads to a set of completely different problems) and increasing a handsize would've been indeed a better way but it's just not possible due to the aforementioned handsize issues. The other crane mod can have its relatively slow speed with a big hand size only because it doesn't care about the balancing aspect. This mod does.
Low tier cranes are 1 tile deep and their image corresponds to their borders but tier 3 or 4 is 2 tile deep but their image is the same this looks wierd.
Only tier 4 (based on pY's stack inserters) is 2 tiles high because pY's version of stack inserters is 2 tiles high. Once again, this mod follows the dimensions of original inserters - if pY devs decided that stack inserters should be 2 tiles high then the crane that's based on them is gonna be 2 tiles high too.
As for the visuals I don't see any issues with it. It looks a bit weird but pY's stack inserters look a bit weird too, it's the nature of 2 tiles high inserters with scaled up hands. I'm definitely not drawing an original sprite for them (that'd require to get a bunch of new props to fill the empty space on a 2-tile high platform). pY modpack is chuck full of entities with inconsistent sprite sizes: Auog's Paddock, Tailings Ponds, Filters, etc, all have sprites a bit smaller than their entity's collision boxes (not to mention gigantic overhangs on 95% of just all machinery), so a 1x6 sprite being reused for a 2x6 entity doesn't really stick out in a modpack where you already can't tell an entity's collision box from its sprite size.