Hi.
Thanks!
I know exactly what you mean, however all cranes do is fairly replace a row of 3 or 6 inserters that are available at the same time as them. What you can achieve with cranes you can achieve in the vanilla state of the modpack. The actual issue here is not cranes unlocking too soon, it's the belt stacking tech and stack inserters unlocking too soon. The cranes just follow them (their tech, their recipe, etc).
I completely agree with you that those things are misbalanced and way too OP (it's literally the reason I personally don't play with the EaFF mod) but I get all the crane attributes and tech placements from the pY modpack without adding anything of my own to the balancing aspect of it. This is suppose to be a vanilla-accurate mod so if something is "broken" in vanilla it's gonna be "broken" here, so to say.
You should write your complaint regarding this balancing aspect (of the original tech and its inserters) on pY's github. If the tech/inserter gets nerfed in the modpack I'll nerf cranes as well.