Interesting, I've never played around with the science cost multiplier so I didn't really consider it here. I don't really like the idea of moving landfill in the tech tree - one of my design goals was to avoid touching existing parts of the game as much as possible (outside of things that HAD to change like foundation). That's why the sediment to stone recipe is very generous rather than making landfill cheaper, for example. I also like the bit of early-game challenge that comes from limited space until you research landfill, when you're playing with default settings.
Given this is an issue specifically with science multiplier, I'd be open to opting a few techs out of the multiplier like you suggest. I guess that would be:
- Logistic Science Pack
- Steel Processing
- Landfill
- Agriculture