TL;DR
- BP have several more problems, not just that described in FFF.
- BP not as item: YES. It's a small technical problem, nothing to cry about, cause leaving it as item adds more and more illogicallities, for example cause blueprints are virtual, not real, like the other items.
- Locially BPs (and destructors) should be handled by a device like an handheld. See the game Fallout. No extension of the belt.
- current BP-library is implemented from the sight of a librarian, not the sight of a player. It needs a much clearer distinction between those roles.
- Creating a blueprint needs a real (map-)editor where I can copy parts of my map into. See the
blueprint lab mod
- In game I would like to sort my blueprints just on simple "pages" with blueprints on it. Like apps on a smartphone. No books! An imported blueprint is a link to the library it is take from.
- A version handling of library blueprints seems to be a must, otherwise no backwards compatibility.
- The library should have categories (books).
- There is more than one library possible.
Long version:
So I was very glad to see, that the
many issues/suggestions about blueprints are not ignored. Lately I was so frustrated about blueprints, because of the many problems the current implementation has, namely
- I accidentially deleted whole blueprint-books (instead of blueprints) - both looks/handling is too similar
- I hate how books works: If I select a blueprint out of a book it doesn't "jump back into the book" when used (Q). Instead it pops up into the inventory. The selection via using the book is when using a trackpad really bullshit. At minimum I would like to have a behaviour like macos dock or windows taskmanager. Much better would be a 2-dimensional area, cause I can remember much better the position of something in an area, instead of a ring.
- The handling of big blueprints (say bigger than 100x100) gets more and more difficult with size. Ever tried to edit a 200x200 blueprint in the current editor? Frustrating!
- There is no way to say "I PLAN to build up something here, but don't build it up now". Anything is build randomly, I cannot say "this first".
- Ghosts are so badly visible. I need sometimes to drop my glasses and zoom in very near to see if there is ghost or not.
- The destroy-tool is in my eyes also some kind of blueprint: "I want to make something here".
- The icons are good idea, but there is too much actions needed to "complete" a blueprint. It should work much more like apps work: When creating a new blueprint I need to add a new name and icon and then I am in a "map-editor" and can use the map to copy me parts from a game into the blueprint.
- There is no clear concept behind the blueprints. Some devs seems to see it as just as a part of a map. For me it is a description of what to build where (so logically the destroy tool is also just specalised blueprint).
- The current handling "blueprint is a copy of a part of a map" could be made much simpler by having a copy/paste mechanic with a scrollback-bufffer to the last ten copies. No blueprints needed for that. Already mentioned in the FFF, but if you think about it deeper, you see, that blueprints need a much better editor.
And so on, I could list much more annoyances.

So I would say the four proposals are showing me only the aspects of how the blueprints are stored in the game. Which doesn't fit to my usecases.
One of the main aspects here is, if blueprints are still handled as items. I don't think, cause they are not items and the current handling as items are quite illogical.
Whoever now screams "Oh, but I really need this...":
Handling them not as items doesn't mean, that similar mechanics aren't possible! Kovarex' explained a method how to exchange BP via chat.
BTW: I don't believe that using the chat for exchaning blueprints is a good idea, cause I would never come to the idea to drag a blueprint anywhere out of the game, namly the chat, that is just too obscure or needs much explanation by the game, that every player understands this mechanism - my opinion. Besides that it's a good idea.
And for self-building factories I think it's easy to invent something to store a BP into something.
It's just a small technical problem to have blueprints not as items.
I never used the library yet. Cause I think the idea behind the current library is just wired: The library as part of the game has no clear distintion from the blueprints in the game.
Currently it is only useable IN the game. I need to start a game to work on my library. So there is no clear distinction between a game and the library! What Kovarex describes as
Making any changes to the blueprint would automatically update the blueprint library version and, upon loading any other save that has blueprint linked to the same blueprint, the blueprint in the inventory would be also update to the new version.
would be in reality much much more confusing. Say I'm in map A and have a blueprint "Train station" in the lib. Now I change to map B and change that BP. Save the game and switch back to A. Now the formerly well fetching train-station blueprint doesn't suddenly work anymore, cause in map A I use the train stations a bit differently than in map B. Handling blueprints in that way makes backward compatibility problems. This idea works only correctly, if you are not going back or live with backward compatiblity problems. Well my answer to that would be to have some kind of version control system. And it sounds logically to me, that a "library" knows different versions of a blueprint.
Which brings me to the unclear concept between "blueprint", "book" and "library". I must admit, I don't understand the current concept. Cause it's seen out of the sight of a librarian: A library contains books, which contains blueprints. Sounds wonderful, but is bullshit for the player, cause the player don't sees a library as books, he just sees a "page" with the blueprints on it. A bookshelf. Something like "things on a wall, which are somehow orderd".
Reminds me to this:

Or this:

But that is for me much too small, I really recommend to make it look like apps (Icon + Name below), which needs more space of course, but that's also the point: there is no need to save space, like in an inventory. All I need to know as player is the page and there the position on the page. I really would not like to extend the Toolbelt, even if the current concept of dropping items into it sounds nice. I would recommend to have a device more like a smartphone, where I can drop all this "virtual stuff". See the game Fallout.
And that's the point: Inside of the game I see the blueprints much like that: If I click that I have a tool to change the map like the title says. Outside of the game I see it more like a librarian: I want to have more systematics, ordered into categories. Folders and subfolders (and sub-sub-folders?).
Such as that:
This was tried to implement, but - in my opinion - hase been failed, cause the border between game and library was not made clear enough.
Newxt step: I want to move the blueprints from a library into my game. The game shows all the blueprints of one book at one or more pages in the game and when I hover over it it shows me from which library/book I imported it.
And yes: There are more than one library. I think to blueprint libraries at libs.factorio.com or github or so. Which is in my opinion also the only way to have some kind of "global libraries", I mean something where I can download blueprints, like mods.