I looked into it and found that I cannot provide a solution to this. If a mod decides to remove certain technologies, any recipes that tech unlocks will be un-unlockable. I can, however, give you a command that you can use to unlock recipes you feel should be unlocked.
/c game.player.force.recipes["vgal-<RECIPENAMEHERE>"].enabled = true
Replace "<RECIPENAMEHERE>" (including the <>) with the name
of the recipe (found in the mod files), and it should work.
Sorry for the silly fix, if I find (and include) a better solution, I'll put it here. Thanks for the bug report nevertheless! (´∀`)b