Making a statement that "this mod basically does nothing" without even asking for an explanation as to why the changes were necessary doesn't come over as very friendly and starts what could have otherwise been a good collaboration on the wrong foot.
Bear in mind that I wrote this code over 6 months ago at this point and for personal use as well as easier distribution among friends for a shared play through, as such I did not see the need to write an elaborate description of what this mod changes since nobody in its target audience would have read it anyway.
When this was written, the then current version of kry-vehicle-grids was still attempting to access settings.startup["hovercraft-grid"].value when it detected that the Hovercrafts mod was present. As you already stated, the setting was removed long before I wrote this mod, but the compatibility code in kry-vehicle-grids was not adjusted to reflect the removal, thus causing the game to fail to start when both mods were present. This was fixed in version 2.1.29 of kry-vehicle-grids after a user reported the issue here: https://mods.factorio.com/mod/kry-vehicle-grids/discussion/69989ce374088d12a9fb710c
The workaround for this issue was to simply add a dummy setting that caused the corresponding block of code to be skipped, essentially mimicking the behaviour of kry-vehicle-grids in its current state. I am aware that this dummy setting didn't lead to any functional changes, and that is intentional. It did allow the game to load however and that was ultimately the only goal of this change.
As for reverting the Raven recipe and technology changes, this is still an issue in the current version of kry-vehicle-grids. When playing with any other mod that adds vehicle equipment (bobvehicleequipment, Krastorio2, Krastorio2-spaced-out) adding kry-vehicle-grids equipment prototypes is disabled. When modifying the raven2 recipe and technology, there is no corresponding check for whether the equipment prototypes were actually added. This means that when playing with kry-vehicle-grids, raven_mk2 and e.g. Krastorio2-spaced-out with the kry-raven setting enabled, replace_ingredient and replace_prereq would attempt to replace with a non-existent engine-speed-equipment item/technology causing the game to fail to load.
The workaround for this was to simply revert the recipe/technology change so they wouldn't reference non-existent entities. Disabling the kry-raven setting would have also worked around the issue, but that would have also disabled adding the advanced-aerodynamics prerequisite when playing with the Aircraft-space-age mod, which I wanted.
As you can see, both changes were necessary to allow the game to load with the combination of mods I intended to play with at the time this mod was written. Since the first issue has already been fixed in kry-vehicle-grids in the mean time the dummy setting is no longer necessary, but adding it doesn't cause any other issues so I did not see any reason to remove it even after kry-vehicle-grids was fixed. The second issue still persists, and until that is fixed this mod will continue to serve its purpose allowing me and my friends to play with the combination of mods and settings that have worked for us until now.
Once the second issue has also been fixed, I would be happy to mark this mod as deprecated since it would then no longer be necessary. I would still however sincerely recommend to not make blanket statements that suggest that this mod never served a purpose. The issues we encountered were real, and suggesting otherwise wouldn't correctly reflect the facts.