Hey. I have two suggestions.
The first is about the tech tree when SE is installed. Currently, when both are installed, you can research Nuclear Power (giving access to the nuclear power core) and Matter Reactor Prototype (giving access to the antimatter power core) with Krastorio's research data.
However, actually crafting the antimatter core requires a portable fusion core, which relies on SE's space packs. This results in a situation where you have unlocked the antimatter core but still need a lot of researches on SE side to unlock a reactor that is much less technologically advanced. That makes little sense, both from a progression and from a logic standpoint.
Antimatter: https://steamcommunity.com/sharedfiles/filedetails/?id=1835314483
And the yet locket fusion core: https://steamcommunity.com/sharedfiles/filedetails/?id=1835314563
Suggested solution: remove antimatter power core from matter reactor prototype and add it to advanced matter reactor, then lock advanced matter reactor behind portable fusion core. This way, the player can still get a taste of the matter reactor, but the best version will only come much later. And of course, it restores the logic of portable cores unlocking.
The second suggestion is about the Battle Tank grid size. It's currently 12×15, which doesn't make sense. The reason? In Krastorio, there is a grand total of four equipment which take an odd amount of vertical grid slots. Everything else (more than 20 equipment) takes an even amount. Because of that, it would make more sense if the grid was either 12×14 or 12×16 so there isn't that one odd line that you have to fill with whatever fits.
Given how costly in power Krastorio's equipment are, I'd argue for the 12×16 version. It is indeed a lot, but at the end of the day, you need to power all your equipment, so before you unlock the fusion or antimatter core, what you can do with even that is limited. And once you unlock the antimatter core, you most likely have access to the antimatter rocket, which makes OPness on a vehicle kind of a moot point.
The vanilla tank too has an odd number of grid slots (6×11) so the same point could be made. But to some extent, that's less of an issue since it's an early/midgame vehicle and at that point, you're more likely to not have enough to fill its slots or you're relying a lot on the solar panels or the portable generator, which are 1×1 and 3×3. I'd recommend 6×10 rather than 6×12 if you decide to change it though - it's just enough to fit in a motor, vertically two 3×3 power sources, and a few batteries/shields. Given that the player's lasers fire even from inside a tank, that sounds like way enough for that point in the game.
Another point toward even grids is that everything else (car, locomotives, wagons…) is already using such grids.
Anyway, that's nothing critical, but those are just some things that I noticed, and suggested solutions that sound more in line with everything else.