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So for your case, the vanilla PrimalItemResource_Polymer_C is not the resource class the game uses for ResourceItemTypeString="RESOURCECLASS", so changing it in the override string doesn't do anything. The defined resource in your override will need to be whatever the new resource class it is that replaces Polymer, per the mod.
There is also a way to define your own recipes in the INI but again, I think you would be hit with the same rule that allows organic to be used instead of synthetic but not the other way around.
I don't think so. The usage you described for bCraftingRequireExactResourceType=true/false is exactly as you want to use it. It makes it so you can require Cement Paste over Achatina Paste or Polymer over Organic Polymer when it is set to true instead of the game accepting the alternative versions. Setting it to false is default and either will work.
As to the game giving you the stackable items: Yes that is how the stack mods work. They override the base items so that you cannot ever, even through the console, possess the normal non-stack modded vanilla items. The mods replace those classes at runtime. The actual classes are changed, sort of using an alias system to replace them, however as far as .ini class definitions go (pre-runtime), to use them in any recipe override you need the exact class name the mod uses. Vanilla ones technically exist then, so using the base vanilla class won't work since the mod hasn't yet aliased it's own items over yet. That happens after the .ini's are read and applied.
I'm not familiar with HG stacking, but as Kitsune said, most stacking mods I've seen all used the same convention: the default class name with "_child" appended. So instead of PrimalItemResource_Polymer, the name would be PrimalItemResource_Polymer_child and then as always you add _C to that when calling the class, so if Kitsune is right you'd want to use PrimalItemResource_Polymer_child_C when making any reference to the modded stack item.