Well, as I said earlier it's incredibly frustrating that you cannot drop supplies from the beginning. For most players their ship is a dear entity which you work towards a lot to make it dependable helper for any situation you might get into while being in space. Essentially cutting it off leaving player with their bare hands alone on a planet where nothing works is a bit of shock. I tried to search settings to turn that behavior off but I didn't find any.
Second part is that lightning rods. I tried to put them in different shapes and orders, altered positive/negative toggles thinking it's something to do with with that magnetic field accent of the planet but it took me a while to realize it's not a generator, but just a fancy looking accumulator while your first power is actually solar panels that you mine from the scrap (probably I didn't understand the whole mechanics, but it's misleading that it looks like Fulgorian lightning rod but does not generate any current)
Well, and third one is actually about heating towers, I would increase their temperature buffer to 1000 because 200 is too low which makes any significant gap in solid fuel supply too punishable. 1000 degree buffer would increase idle window so you have some time to solve a problem with fuel supply.
Speaking of fuel, why limit those towers to solid fuel only? Aquilo's goal is to make rocket fuel production ASAP so you got steady dependable and essentially infinite heat source while on Cerys solid fuel is finite minable resource and later on you have to import it constantly.
Again, I highlight, I didn't finish this mod and many (if not all) my assumptions might be redundant or incorrect, but this is my early impression.
And again, no shame or bullying, this mod is well done and represents fascinating idea, just not as casual as to my liking, but this is solely my personal problem