Sorry if I'm being spammy. I'm describing my findings hoping it will help you. If this is something that needs to be fixed from other mods side please tell me so I can go bug them instead :)
Doing some more debugging to get this mod load after EI I'm getting the stack overflow problem. Seems like it isn't quite caused by EI itself but in combination with muluna (with muluna and without EI there was no stack overflow). Unlocking space science with muluna initially allows crafting it only on the surface of the moon. Muluna adds adds advanced space research technology that allows crafting the pack in space as well.
When your mod goes looking for the tier of space science pack it finds the advanced variant that itself requires space science pack to research and thus ends up in an infinite loop of trying to find the tier for space science pack.
Looking at the code in muluna, the advanced variant depends on space science but in-game that dependency is seemingly removed by science-pack-dependencies mod. Trying to remove that mod is tricky as it causes a whole lot of other circular dependencies in get_tech_ancestor_depth
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Verified that indeed science pack dependencies is removing them:
12.424 Script @__science-pack-dependencies__/make_dependencies.lua:143: << removed prerequisites space-science-pack, production-science-pack from advanced-space-science-pack
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Adding an extremely ugly hack to science-pack-dependencies to not remove prerequisities for space-science-pack made everything work fine - your mod can now have soft dependency on EI and the costs of science are not being overwritten by EI. Though this just made me see that due to how EI removes lower tier packs from more advanced technologies sort of breaks your mod tier calculations messing up the cost calculations. Without EI the late-game research cost me a few million iterations, with EI it is in the low thousands.