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Normally mass can be a useful indicator for blunt damage and sharp tends to follow value. But I can see modded material use that might not follow these kinds of conventions, be it material or design properties of the item that need a more attuned selection. And the only consideration not to add too many filters, is just that, to maintain a sensible use with numbers of selections.
But, I think those two stats are simply beneficial to include, so happy to add them in.
Work time/amount is attributable from the recipeDef or bill rather than the materials used.
Though for blueprint use or building defs, where you are constructing there are adjustments based on the material stats. Hence I can understand why you'd think it could similarly apply to bills.