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That's a nice trick, but I think it's a bit too hackish. I try to keep this mod as a rough guide to the "best practises", so I don't want to mess with Forge's internals unless strictly necessary.
Oh, yeah, definitely not good practice - but I was looking for a way to do it and saw the post in which you were considering switching the active ModContainer, so I thought I'd mention it. Thanks for your test mods, by the way, they're a great resource.
(I don't remember whether commenting will reopen the issue - that's not the goal, if so, I'm sorry)
The following, while a bit dirty, gets rid of the warnings about resources from the wrong mod:
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