Can you think of any other mods that require the presence of a different mod? Gridlink Override requires Gridlink, for example.
Here's how you can deactivate that particular mod:
Efects/9000:
Code:
container.child[eqRestrict].activated = 0
Although this will probably work better:
First/10000:
Code:
perform container.child[eqRestrict].assign[Helper.Disable]
It's not as obvious from the code, but behind the scenes, the presence of Helper.Disable will trigger activated to be set to 0 for Restrictive.