While a common framework for modders to work from is the most elegant way of working around the issue I've been using a workaround that is functional: The initial idea modders had of creating blocker esps was the right one, they just went about it the wrong way. I use enabler esps instead of blockers. I've modified the crafting mods I'm using and split em into two: a base one where all the ARMO, FURN, STAT, OMOD, etc. are and then an enabler esp where I moved all the COBJ and menu related FLST and KYWD. You can then enable them as needed when you go building keeping the base one always loaded so you don't lose your "objects". Personally I use two mod "profiles" - one for playing where I load the enabler for all the workbench related crafting (chem recipes, AE, etc) and one for building where I load the construction based ones and don't load the workbench ones. People with a lot of settlement object mods might need to break their profiles further down - ie one for building and then one for decorating.