You can look on the mod list, for the two:
Can be added to pre-existing games
Can be removed from games without leaving behind a bunch of bloat
This is the difference with Misc and Utility mod, they can be added on a pre-existing game but only utility mod can be removed.
For be removable, you need to have 0 ship, 0 weapon, 0 fighter, 0 hullmod, 0 shipsystem, 0 entity on the world added(but also 0 script saved), if you want know.
" Upgraded Rotary Weapons" modify just sometime who exist on the vanilla and do not cause issue if you remove it.
Example on some Misc:
[0.9a] Active Gates by toast Add entity on the world, logic than you cannot remove
[0.9a] Automatic Orders by Blothorn Add hullmod/orders
[0.9a] Gladiator Society by Snrasha Add ships
[0.9a] Unknown Skies by Tartiflette Add entity on the world
Tecnically, a thing than you can remove without problem, this is something than the game do not save on the save.
For it:
Avoid conflicts with other mods
Just do not modify vanilla and talk with others peoples on the Discord for be sure.
For it: Well, really depends of what you want to do. (Gladiator can be hard to maintain, SAD mod is insanely the most hard because a fanmod and a faction mod can be pretty easily when the mod is finish(Artefact))
Are easy to maintain
For it: Dialog your ideas with the Discord people:
Work well in other ways that I haven't considered