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I think the reason why a lot of my mods still work is because I try to make them as self-contained as possible. This means that, unless something major changes in the base game, they will continue to work basically forever. Even so, I'm very pleasantly surprised that some of my mods are still working 4 years later!
In terms of differences, it's very likely that the prerequisites, costs and time required to add/remove hyperlanes via this mod are different from the base game method. (But I have no idea which is "better".) Other than that, as you previously noted, the main difference is probably just the ability to remove hyperlanes. (However, from what I remember of my games many years ago, the companion "Isolator" mod was often more useful for hyperlane removal, due to the ability to remove large numbers of hyperlanes all at once and because you only needed to own one side of the hyperlane.)
Based on my initial understanding of this mod, one of the fundamental differences is the ability to REMOVE hyperlanes - which to my knowledge the official, built-in hyperlane generation tech/tool does not do.
Is that about it? Not belittling the mod or anything, because that one feature is an absolutely massive difference with big implications for strategy as you pointed out in your mod description ("create chokepoints", "Cut yourself off from filthy xenos", etc)