If you take a look to the folder with f4se_1_10_163.lib you can found also f4se_1_10_163.dll, that might give you a hint - it is for dynamic linking.
Next step - take a look how f4se_1_10_163.dll is used at runtime. If you take a look to installation package, you found that f4se_1_10_163.dll is placed to the root folder of Fallout 4 game. Also, looking to the exporting functions table you found a single function only - StartF4SE. This might give you a hint - it is not about plugins, but about how F4SE is starting. By the way, f4se_1_10_163.lib has only single exporting function - StartF4SE. Surprised? %)
So you are looking to the wrong place. f4se_1_10_163.lib is not for your plugins.
In order to build your plugin you can include necessary C++ files to your project. In your particular scenario the files are:
for Heap_Allocate, Heap_Free and Console_Print: GameAPI.cpp
for StringCache::Ref::Ref : GameTypes.cpp
for VMValue::SetNone: PapyrusValue.cpp
for UnpackHandle and GetTypeID: PapyrusArgs.cpp
You can take a look to my plugins (best example). Perhaps, they would give you a better start.