When you're making your mod, have you been using a compiler to make a .jar file? You kind of need to compile the modPlugin and extensions to baseIndustry in order for the game to use it. You'll also need to add in the path to the modPlugin in the mod_info.json.
How do you mean, compile to baseIndustry? Do you just mean compile my industry class, which extends BaseIndustry? If so, then yes, I have been doing that - I compile all of my classes (of which there are two - ColonyRelays.ColonyRelay, which is the actual industry file that extends BaseIndustry, and data.campaign.ids.ColonyRelays_Industry, which is a java file simply containing the public static final String COLONYRELAY = "colonyrelays" (the id of my industry in the industries.csv file)) into a .jar, which I then feed into the mod_info.json file.
I also have no Mod Plugin, because as far as I can tell from looking at other mods that implement new industries (Blackrock Driveyards and Shadowyards, to name two) nothing in the plugin serves to initialize industry. Unless I just need an empty plugin file for...some reason?
Read this for a how-to regarding setting up your system for debugging mods.
Sorry, I don't see a link - could you send that again?
In other news, I have actually done a bit of digging and as it turns out, my industry isn't recognized at all - praise for LazyWizard and his console. Now it's just a matter of figuring out why it's not being recognized...