I almost did a complete playthrough (was not able to finish because of biters; see other thread) and overall I enjoyed the experience. The premise is really interesting; it could become a great mod with some polishing that would make it less feel like a (nice) prototype.
First obvious step seems to me to remove useless features from the tech tree:
- Trains are useless
- Most things military are useless (except armors with inventory size bonus and/or an equipment grid)
- Mining productivity is useless
I understand that it is easy to disable these if we are only considering vanilla techs and that it might require a lot more work if the techs are coming from other mods. Eventually, it would be nice to support the big mod suites (ex: Krastorio, A&B, Py, ...) Maybe you can start by supporting vanilla techs and give a warning in the mod description about techs from other mods.
Also, I found it quite (too) easy to have several Factorissimo techs unlocked from the start (ex: infinite recursion). I find it nice having to deal with a the limited space provided by my factory at the beginning; having infinite recursion right from the start feels overpowered.
I guess it would be nice to find a way to discourage abusive recursion, like by giving an increasing penalty for every recursion (ex: -10% machine speed per recursion level; it could be implemented like if a beacon with a negative effect was covering the whole factories).
Concerning the techs introduced by this mod:
- Extra resource belts seem way too easy to acquire to me. I always had way more than I needed. Maybe those techs could be further down the tech tree and cost a lot more science to research.
- Some of the extra resource techs seem quite overkill. 7 blue belts of uranium ore...? Who would need that...?
- Extra factory belt speed 1 & 2 are overpowered (way too easy to acquire). It makes it too easy to double/triple the inputs. Maybe you could add techs in between, like going from a 100% full yellow belt to 60% full red belt (instead of 100% full red belt), then 70% full red belt, etc. And keep the full blue belt for late in the endgame
I also found some little quirks about how factories work (ex: having to manage electricity throughput and fluids update rate, among others). But I guess they are more related to the Factorissimo mod than yours so I won't bother you with these.
Overall, I think this mod has a lot of potential (good job for putting it all together!) and I hope you will continue to work on it :-)