@Thu - You're more than welcome to do the same if you've found any. The wiki is free to edit by anyone, and I can't possibly test all the mods people want. I tested the mods I was interested in, and was quite lucky there were no conflicts. That being said, if you do have conflicts report them too, because there's a chance you or someone else may be able to put together a patch.
@Xakthos - Maybe you could get a screenshot of the issue and post that and your gamesave somewhere. I'm not sure I understand what exactly your problem is, a picture or two would be worth a thousand words.
As far as the contractor vs. builder, IMO the contractor is almost always better than the builder because they can call in the ACME supplier which is faster than acquiring the stuff yourself, unless you already had it on hand. If you have the funds for it, contractor is less hassle so you can focus the effort on making more money instead of the parts.
One quirk with the contractor I've seen (I have several Solar Energetics and miscellaneous other stations as an example in my save:
https://drive.google.com/file/d/1npz0yR ... sp=sharing ) is that they'll fail to build a module. I've replicated it on Ready to Use and Fast contractors on both default and Blueprint stations, can't recall if I noted it for Slow because I only tried once. In all of those cases, you can attach a CV to it by calling the architect, and they'll automagically start construction on that module. Feed them the resources they need and you're good to go.
Here's what's going on:
https://drive.google.com/file/d/1sbAr9C ... sp=sharing
Here's an architect fixing the Solar Energetics OL I highlighted above, note the Stage 3 on the first build tree is the problem:
https://drive.google.com/open?id=1gfatX ... VJdXJvshPk