Well hi there, thanks for the consideration, I'll cover a few things that may not be obvious at first glance.
-The mod is balanced for both Vanilla Factorio and Space Age, with different recipes, research costs/requirements, and production requirements.
- The Fusion battery has been reworked to be a copy of the MK3 battery in Vanilla, and is disabled and hidden automatically if SA is enabled.
-The nuclear/fission reactor has been made redundant and subsequently removed, so no longer relevant.
-The mod itself was obviously initially intended to be about the MK3 armor, but due to requests has expanded to include grid equipment, the MK4 armor, and even custom grid sizes for the MK4 armor and the spidertron.
-There are two early 'utility' armors for increased inventory at the cost of defense.
-Most items in the mod can be disabled in the 'startup' mod settings; if a pre-requisite item is disabled, the research requirements and crafting ingredients of subsequent items are modified to take that into account.
-The MK4 armor and the Shielded Singularity are considered end game items, very expensive to get, but completely overpowered.
-On the note of MK4 armor, I'm working on another setting to make it a 'Mech Armor MK2' of sorts, which basically just means it can fly and looks like the mech armor.
-There are no custom animations for the armors as of yet, but I'm hoping to have them done somewhere down the line.
That's all off the top of my head, please feel free to ask any questions you may have, I'll be happy to answer.
Edit: Another quick note to add, please give Snouz (https://mods.factorio.com/user/snouz) a shoutout for the awesome art and other contributions they've provided, if you don't mind.
Also also, if anyone wants to contribute their language to the mod, they can do so by submitting a pull request on the mods Github page (https://github.com/emperorjimmy/Power-Armor-MK3).