OK so as it turns out you're absolutely right and I had not realized that log was there until now. I think I have an idea of what my problem is, but it sadly means I'm going to be rewriting the entire code block that creates my ores. Whelp. Here's the log, if you're curious.
What I believe the problem is is how I've coded it or, rather, how the tutorial I follow coded it. The tutorial encourages using variants by using an Enum. However, this originally created problems for me because each type of ore I had created a variant of ore for each of the ores. I.E. For copper ore, I had copper#copper, copper#tin, copper#mithril, etc etc. This turned 6 ores into 36. I eventually fixed this by removing the code that spawns in the extra variants, meaning only one variant would spawn in. I even fixed the issue where the ores had no textures (except for the placed block). However, according to this log the extra variants still exist; the game is just not able to add them cause the code to add them in is commented out. So the code still relies on variants, and it's still getting messed up.
So instead of all this debauchery, I'll just code up each of the variants individually. It's more work and more code but, until I can figure out these variant issues, I'll have to go with that.
fml-client-latest.log