Haha there ya go - tidied it for you - and deleted those duplicate comments.
To address you suggestions, this is exactly what I wanted to avoid. There was a friday facts post during the Space-Age release that addressed the idea that Gleba was going to have many plants, and each plant gave you some aspect of the base resources. This is why slipstacks look like they contain lubricant (they are labelled as a lubricant tree source in the code!) and likewise sunnycomb was obvious a sulfur source.
Apparently the devs tried the many trees many resources thing, and said it felt stale and boring. Basically each tree was just like any mine, and you just built the same base you would on Nauvis to do the same stuff. This is why they scaled everything back to 2 plants, and how you mix and balance those two plants leads to all the resources you need. So without rewriting the base game, why add a sunnycomb as an agricultural tower harvestable when you can already get sulfur very easy from the ingame recipe derived from yumako and jellystem?
For this reason, my mods that add things for the other plants set themselves to complement, and never override, the base games implementations. This has a few good outcomes:
People can pick and choose which plants they want to add out of personal interest per mod.
No one mod overrides the base games recipes or makes them redundant.
Each mod add expansiony content - which are mainly designed for Gleba start enthusiasts!
Take the bloompuff mod for example, this is a military focused mod, that makes military science more feasible to scale on Gleba, as well providing some unique ways to defend yourself.
Or the slipstacks which provide an infinite source of stone - a much needed setup for those generating landfill on Gleba starts, as the natural stone on Gleba is simply too little to research military science and build defenses and landfill.
Stingfronds expand the nutrient tech tree with a tricky logistic puzzle of processing your bioflux and rapidly spoiling enzymes from the fronds, as well as give poison damage bullets - a nice way to help out in early game too - and reasonable against demolishers as well!
I think these options are better than just implementing - hey heres another source of wood or spoilage or sulfer, that you ultimately don't even need.
Hopefully that clears up my design philosophy with how I want to construct agricultural mods for all the trees on Gleba.
I have considered but havent implemented due to too much overlap things like - make the copper and iron rocks an agricultural plant too, so you can slowly grow and harvest an amount of iron and copper bacteria. Or make a teflilly a wood source or carbon-fibre or plastic source (that was intended initially by the devs too)
When I next find time after doing a round of bug-fixes and improvements to all my existing mods is I want to use the lickmaw or perhaps the funneltrunk as a symbiotic organism where you can enhance certain aspects of the factory - ground based collisionless fungal electrical network perhaps? Those little worms in the funneltrunk are screaming to be used in some sort of symbiotic process - organic cpus / body armour or some other exciting story device.