SE is understandable since it has its own workaround for beacon spam, and I know Erandel is a bit prickly about mods messing with SE. But I don't know if Singularity beacons need special changes for this mod, since theyre supposed to be stronger beacons anyway. Due to their extra distribution effectiveness and smaller footprint (assuming you doubled them to 1.5x like you doubled vanilla beacons) combined with their smaller footprint they'd still be a distinct upgrade to regular beacons even when both are limited to 4/building max.
Idk if you think singularities would be too weak or too strong with this mod, and I dont think either would happen but:
If you want to make them stronger beyond just doubling their distribution effectiveness, you could:
1. shrink their range to a range of 1 to make them still kinda spammable and shrink build footprint and lean into the "really small beacon thats expensive in large builds but more powerful" idea
2. bump their distribution effectiveness even higher (2x would be kind of insane tho)
3. give them an extra module slot
If you want to make them weaker:
1. make their range larger to make 4 beacon layouts more difficult and non-compact
2. not quite double their distribution effectiveness (1.25?)
3. make them more electricity costly (probably should be done anyway since default singularities are less energy costly than your current version of regular beacons)