That would require too many changes to the mod's internal structure. I think it still may be possible to do it the way I originally wanted to do it, it just might cause tick lag if the structures get too large (It would require doing a tree traversal every tick with certain modules installed). To be perfectly honest, I'm still not entirely convinced more faces sharing the same internal resources would open up that many more possibilities compared to what's avaliable now (as well as the advanced multi I/O module I plan on adding) with a bit of tinkering. Do you have any examples of what you might want to do specifically? One possibility would also be to have alternative tank and inventory indicators that would allow selection of multiple inventories for the advanced multi I/O module.
It's your mod, it's your steerage.
I'd love to be able to build a machine shop as least as useful, rich, and interesting as the stuff we build in TE, only with the added layer of a huge number of custom configurations.
I think your core mechanic is awesome. All I care about, really, is that you keep at it. And I just hope you don't end up in VSWE's trap where you have this huge, epic, interesting mod that is ultimately useless because it's 10x harder than every other way to do it and its inherent complexity is not a balancing factor on its costing.