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That's not 100% true - I just build a missile production line that I couldn't be bothered to fully integrate (stupid gravity missiles are stupidly complex) so it's actually broken up into about 6 'from raw' factories. (And I've still got a bunch of older blueprints I haven't take then time to convert to 'from raw' -- plus early game blueprints and my mall are not 'from raw' because it doesn't really make sense there)
The switch was partly for the challenge, and partly to assist in scaling production - since, as you noted, if the blueprint includes all the intermediate components then I don't have to run around the galaxy fixing shortfalls as buffers exhaust and they show themselves. With 'from raw' blueprints there's only a few things that could cause issues (insufficient power, insufficient mining, insufficient transport -- and I can pretty much diagnose any of them at the underperforming factory)
Aside from that, producing finished products from raw materials wherever they are found seems like the best strategy. There are many blueprints designed to do that, although I wish there were more that do not rely on advanced production facilities and Mk.3 belts. (Gotta start rolling my own, esp. for turbines.) Easy-does-it is my motto at least until late game.
Scaleability ultimately falls off and you revert to massive single item blueprints since calculating a input to output ratios with proliferators are a pain and there's always a waste/wait somewhere
Carting raw resources to a planet and processing it all there instead of directly to a production line.
This way one can keep each production lines simple.
If there's a shortfall it only affects production on that planet and not the whole factory.