I have been annoyed with being unable to craft some of the items the game uses in a constructor. I understand that the Devs want to limit what players have access to. So I was racking my brain, trying to figure out how to make these items craft-able. But also keep balance. Then it hit me, it's an old solution but I hope it's one the Devs will consider. Unlock advanced crafting recipes by finding the item, then teaching the constructor how to make them. Some items unlock by leveling and selecting them in the skill tree, others by finding them and teaching the constructor how to make them. Submitted for the Devs consideration.
I actually think much of the equipment should be unlocked by looting / trading for blueprints of them instead of this stupid leveling+unlock system. Doing so for advanced components makes sense as well. Some more basic components and equipment could be unlocked simply by finding and salvaging them too and then a bunch of really basic stuff could just be known. I also don't mind the SE way of doing things where you unlock stuff by building the enabling item in the tech tree, but I think having to loot/trade for blueprints would by more interesting.
Let me take this a thought further. A separate device, an analyzer, could receive the collected item and, after an appropriate period of time, create a useable template/recipe/blueprint of that item. Length of time would vary by the complexity of the item. The analyzer would be linked to the constructor much like a cargo box. At least I think it could work that way. As for the analyzer, that could be found in the MS Titan wreck or similar POI.
The almost exact thing you described, that was already implemented in Satisfactory two years ago. Just another "Simpsons already did this" moment
I was thinking more along the lines of making the deconstructor available at a lower level and having it unlock the device after it takes one apart.