The reset_technology_effects()
is a bit of a scourge on Factorio modding in general. It's often necessary to avoid compatibility issues, but it causes new ones by itself. There's a long history of why this was necessary, and back in the day I requested specific mod APIs to avoid it.
The problem was that when you disabled a category in startup settings, for example, crafting speed, and you'd load up the game, you would actually still have the crafting speed, since Factory would not "undo" the effects from a previously-researched technology, even if said technology has been removed.
reset_technology_effects()
removes all those effects, and recomputes them from the currently researched technologies.
Technically seen, any mods breaking due to it, is a bug on their side. They should detect whenever technology effects are reset, and properly restore their state.
However, QoL research indeed no longer has a need for it, as its internal technologies (hidden technologies that actually give the bonus effects) are never getting removed anymore, except on removal of the mod. Even better, it seems that Factorio has improved things here, and even removing the mod will now remove the bonus effects, which it previously wouldn't do. With that, I'll remove this from the mod, and I'll also remove this section from the Q&A (just posting this here for historical tracking):
Q: How to uninstall the mod?
A: Since Factorio doesn't reset the technology effects when you uninstall a mod, simply removing the mod might leave them lingering. The easiest way to solve this is to go into settings before uninstalling, and set all flat bonus and multiplier settings to 0. This'll effectively disable any bonuses, and the mod can then safely be removed.
Alternatively, if you've already uninstalled the mod, you can run this console command to fix it:
/c for _, force in pairs(game.forces) do force.reset_technology_effects() end
Note that running console commands will disable achievements.