@anachrony As for a more fully-featured integration with Nullius, you'd first have to decide between this mod or Recycling Machines by DRY411S, since they are very fundamentally different.
My mod uses the furnace entity type to allow items to simply be inserted, and automatically recycled into its constituent parts. The primary restriction, is that it only works for items whose internal names are identical to their recipe names. Something like "oil-processing" cannot be recycled, but "lubricant" can (in theory, I forget if fluid recycling is working or not). In vanilla, even iron or copper plate can be recycled into iron/copper ore, but with something like angel's refining (which has multiple different recipes for each ore type), those ores/plates/etc could not be recycled.
Recycling Machines, on the other hand, uses the assembler entity type, so players have to manually pick which recipe they want to recycle, and they have to change it every time they want to recycle something different. However the list of recycling recipes is (in theory) 1:1 with the list of normal recipes. I believe every recipe should have an exact inverse recipe under that mod.
You might also prefer to have your own implementation of recycling. I know Industrial Revolution 2 has its own form of "scrap" recycling, where many recipes either produce, or can be turned into scrap, which can then be recycled into usable ingredients. It would require a lot more work, but you could tweak all of the variables, without worrying about changes made by another mod maker. I know I break things on a regular basis lol.
Finally, if you did want to go ahead with adding full integration/compatibility between Nullius and my mod, I can at least give you the internal item/recipe/entity/technology names, which are all "nullius-reverse-factory-x" (with x from 1 to 4). All of my changes to the machines themselves are completed at data-updates stage, with the recycling recipes not being added until data-final-fixes (because there are a surprising amount of mods that make changes during final-fixes).
From there, you should be able to make any changes to the ingredients, technology placement, etc. from your mod, to make things more "balanced"