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000139AC Ebony Battleaxe
000139AD Ebony Bow
000139AE Ebony Dagger
000139AF Ebony Greatsword
000139B0 Ebony Mace
000139B1 Ebony Sword
000139AB Ebony Waraxe
000139B2 Ebony Warhammer
00013960 Ebony Boots
00013961 Ebony Cuirass
00013962 Ebony Gautlets
00013963 Ebony Helmet
00013964 Ebony Shield
All these items have an extra keyword attached which is checked by the script from the machine. Are you using a mod that changes one or more of the properties of ebony armor or weapons, such as value or weight? If so, is it below my mod in load order, e.g. my mod 1A and the other 1E or lower in the Data list? In that case the other mod is a conflict winner and overwrites all changes made by my mod. You could put my mod below the other one, but then my mod would overwrite the properties of the other. You can check this with LOOT and/or TES5Edit.
I've been testing the mod over and over today, but found no problems whatsoever. The recycling machine works properly, but the machine only accepts NON-ENCHANTED weapons and armor. I may have been a little too hasty with my previous answer. If the item is enchanted it will remain in the machine unchanged.
Fast travelling to Whiterun and back several times was no problem either. I've also checked fast travelling to various other locations.
I think one or more other mods may be conflicting with this one. Use TES5Edit to check which other mod(s) may cause the conflicts.