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It sounds like the quirks of how the game's entity updates work for anything but per-tick (update1).
Timers use update10 but it's not guaranteed to be exactly 10 ticks apart because the game tries to split the entities that want that update over all 10 ticks.
For example, if you have 100 blocks it would run 10 of them every tick, spreading the load to reduce chances of hitching.
Now if that list gets changed, it will have to shift things around, some entities will get put into an earlier bucket or in a latter one, resulting in them getting another update earlier or later than expected.
It's possible that shoot on/off would schedule for the gun to start firing on its next update hence the delay, although I've not checked the code to be sure.
I'm not entirely sure I understand what you're doing there, I'd suggest asking around in #help-se in keen's discord or even posting a bugreport about this so they can make it more reliable.
The only time load order matters is when 2+ mods override the same things, like override a block, a block-variants-group, an item, etc.
And there's ways around that by modifying things partially with scripts (or mod frameworks like mod adjuster v2) which reduce the chances of two mods changing the exact same thing, and when they do then their load order decides which is kept (mods at the top are loaded last therefore their changes are kept).
I think I understand, you want more precision in the numbers. Any other numbers that shouldn't be rounded?
Otherwise I'm not sure, I've done some testing and not seeing grams above 1kg inputs: https://pastebin.com/bp111yEG
Can you make a screenshot of the issue, I'm not sure what I'm missing.