I see. The biggest reason it's most confusing is the footprint of the building doesn't adhere to Factorio basic design.
https://i.imgur.com/ehUITev.jpeg
In the above image, you can see the top left and top right have almost 3 full squares of void space that the entity consumes, but the graphics do not fill. This clashes with Factorio design methodology where the footprint of the building is tightly coupled to its graphics. Ergo: Square building makes square footprint. And while the building IS square, the graphic is not, it's more wide at the base, than at the neck. This makes for super confusing builds, where I try to place a grabber near the neck, and it complains that space is taken. I have to keep moving it left until it sits flush with the square, and by then it looks like the build is wrong because it's inserting it into "nothing"
https://i.imgur.com/IsGmugT.jpeg
https://i.imgur.com/ZFZ4eXh.jpeg
What I'd suggest is instead using the inner footprint of the building (not the new container) and just have the inner entity open the container/building status like any other building. Sure, it'll leave the bottom of the building's footprint now out of whack, but thems the brakes I suppose. Can either have the footprint too large and look like you're inserting into nothing, or too small, and overstep the graphic. I vote for overstepping.