Burner inserters are locked behind Basic automation.
Normal inserters are locked behind Electricity.
Small (wooden) electric poles are locked behind Electricity.
Fuel refining (a.k.a. solid fuel production) was locked behind its own tech, Fuel refining - solid fuel from petroleum gas should be behind Oil processing, the other 2 (from heavy and light oil) should be behind Advanced oil processing.
Electronics technically shouldn't unlock any items in vanilla, but it still shows as unlocking electronic circuits (even though they're correctly unlocked from the start with the mod's current version).
The fast filter inserter was split into its own tech and would need to be reconciled with the Fast inserter tech.
Medium poles were split off from Electric energy distribution 1 into another, less expensive tech.
Probably a non-issue: The toolbelt tech was turned into a sequential research (like shooting speed, for example) with the first step being lower in cost than the vanilla toolbelt tech and the second step being equal to the vanilla tech.
Some "basic" items, which are unlocked from the start in vanilla, are locked behind Basic fluid handling - pipes and pipe-to-grounds. For some reason, although the offshore pump shows as being unlocked by the aforementioned tech, it is correctly unlocked from the start.
Stack filter inserters were split into their own tech and would need to be reconciled with the Stack inserter tech.
I wasn't sure about whether to revert this one: Mining productivity 3's research costs no longer include utility science packs, unlike vanilla.
Radar is locked behind its own tech, it should be unlocked from the start.
Equipments are out of scope for this issue at this time.
In no particular order:
Equipments are out of scope for this issue at this time.