for copper it'd be something like "ingot.copper"
"ingotCopper", but yes. Let's also mention what the Ore dictionary is: its primary purpose is to help modders make recipes that work with any mod's metals, but in this case it serves as a good way to refer to a collection of (mostly) equivalent items. Mods register their items and blocks under any name they wish, and if other mods are around that have also registered items/blocks with the same name, ore dictionary-aware crafting recipes can use either one.
Note that, in this case, "crafting" can also refer to smelting, pulverizing, or just about any other operation turning one or more things into one or more other things. They're not always ore dictionary aware, but most of the time they tend to be.
the other 2 buttons are meant for damaged items and enchanted items. I'm not entirely sure about these so I won't try to explain it as there's a good chance I'm wrong.
but basically with these 2 buttons, if you place a bow in the inventory, you can allow any damaged bow to go through the duct and any enchanted bow to go through
or only allow a bow with the exact same damage and enchant as the bow you placed in the inventory
That's actually mostly it. It's worth noting that NBT data is also used by just about everything that keeps other things inside (so, for instance, IC2 batteries use it, as do TE energy cells and flux capacitors, but also JABBA dollies, portable tanks, strongboxes, etc.). A good hint is that if something has behaviour that changes at different times, it's probably NBT-based. In a sorting system, it's rarely useful, but there are probably some corner cases.
NBT data is basically a free-form structured data store -- you can put just about anything into NBT, if you wish to do so. This means everyone uses it slightly differently, and a filter set to be NBT-aware will only let through (or stop) items that match the data exactly. This is most often used in some charging systems where you want to only pull out a battery-equivalent when it's completely charged: show the filter a completely charged version of the item, then set it to NBT matching. For most items that flow around a base, NBT is pretty much ignorable, as it should be empty.
Damage values are also known as meta ID values, and they're just the part after the : if you have NEI set to show you the item ID (e.g. vanilla orange wool has ID 35:1 -- the 35 is the actual block ID, and the :1 states that its damage value is 1. Most of the time you'll see this on tools that have durability (and so, you'd want to ignore damage on, say, a filter set to "put all bows, regardless of how damaged they are, into here"), but it is occasionally used for other purposes.
In particular, note that a lot of mods keep their number of block IDs (and, often, item IDs) down by giving their machines a single ID and using the damage value to distinguish them. TE itself does this, even. So theoretically, by ignoring damage values, you could have a filter that would accept any TE machine by just showing it one of them and setting the filter to ignore damage. It doesn't seem useful to do so, but you never know. So if you're filtering certus quartz dust, you'll want your filter to be damage-aware so that it doesn't allow nether quartz dust, fluix dust, or anything else that uses the same item ID with different damage values.
Good primer, @
Yusunoha!