Hmm, that's... pretty weird and unintended behavior.
For reference, the current formula should be:
Any recipe that qualifies for T1 Recycling (which should include all machines and items that don't require fluids AND don't allow for productivity modules) will be set to one second per craft if it was originally lower than one, and anything higher remains the same.
Assembling machines 1-3 all have a base crafting speed of 0.5, so they'll have a recycling speed of 1, with no other effects. Accumulators have a base crafting speed of 10, so they'll have a recycling speed of 10. These recipe speeds are set while loading up the game itself, and can't be modified during gameplay or when loading a map.
However, there is ONE setting from this mod that runs during gameplay, and that would be the automatic ingredient push setting (or something to that effect), which checks every so often if there's an item in the machine, with a recipe that creates multiple products (such as yellow belt crafting in pairs) and is missing enough to recycle, then it will automatically push the item into its output without recycling it, allowing for other items to trickle in.
The problem would be that I had to make the function "wait" for a second or so, to give inserters time to load the items into the machine. Otherwise, it would almost always spit out items faster than they could be input to be recycled. My logic only runs when an assembler has items, and is ready to recycle, but isn't recycling; THEN it waits, and THEN it might start crafting.
I'd suggest disabling this setting, see if it helps. Otherwise, there might be something else fishy going on.