Hey no worries. I'm honestly just impressed with how much code went into making the tool.
The techs that don't work are the ones that had their names changed in 1.1.0, look for "Renamed technology ..." here https://wiki.factorio.com/Version_history/1.1.0
But like I said they're not really that important for any category except 100%.
The reason putting/taking from buildings was a bit annoying is because the name in the tool ("Input", "Output", "Modules" etc.) isn't actually related to what the defines.inventory number actually is in game (e.g. assembling-machine-modules and lab-modules and beacon-modules might not be the same number). I was able to make it work for beacon-modules by using 'Wreck' instead and I think everything else that is needed for a speedrun works so it should be fine. It's just a bit janky like I said. I didn't bother to test stuff like roboport inventory or car inventory or spidertron inventory or whatever.
I think in most (or all?) cases, putting could just be done by using insert() on the LuaEntity (actually inherited from LuaControl) which automatically inserts into the "best" inventory based on which item and which entity. In that case you wouldn't need to specify the inventory in the tool at all. And taking could also be done in most cases by just taking from LuaEntity's output inventory, which should be the right inventory to take from in most cases (except maybe removing modules from assembling machines or something like that).
But whatever it seems to be working right now.
By the way there has been some discussion about TAS/TAS tools at various points in AntiElitz's speedrunning discord, including a tool that Phoenix27833 is working on that sounds like it could obsolete this mod and other existing/old TAS methods if it works out...