Ah, I realized that partway through.. the way I currently have it implemented (as of v8.1.1, which I just uploaded), the recipe simply becomes unrecyclable. I kinda just wanted to finish the update so that at least, things wouldn't crash. The way my mod is set up, is that for every item in the game, check if it can be recycled with a long series of checks:
First if a recipe name matches the item name, then if the item is reversible (has at least one ingredient), then if the recipe is not probability-based, then if the recipe is not in no_recycle list (defined mostly by other mods), and then finally, here I added the check for equipment grids in the ingredients. If that last check passes, then it tries to recycle the item based on the recipe it located. Meaning, it's a simple yes-no check, not something conditional I can pass through the rest of the process.
Technically, I could always move the check into the part where it actually creates the recipe; that shouldn't be too difficult, considering that I already have a function for modifying the recipes, under certain conditions.
So I guess I will look into that later, since it does make sense to simply "flatten" the recycling recipe, so that it only produces one of the items with equipment grids. It is a slight waste of resources, but it seems better than leaving the recipe entirely unrecyclable, as it currently stands. And since this is such a rare occurrence, it shouldn't affect people 99% of the time anyways.