Hello,
I wanted to say that overall, this is a fun idea for a mod. The balance is currently a bit rough. I beat it, taking about 45 hours, which isn't horrendous for an overhaul mod, but it's probably going to be pretty beyond the expectations for a casual run. The real issue is that most of that time was spent just waiting for research, which comes at a fairly slow pace. That's honestly my biggest complaint, and while it could be self-inflicted, I don't think my approach to the challenge was sub-optimal. At most, I might have underestimated the scale required to handle the demands of every science pack requiring the previous one at a better pace.
I used a two-lane sushi belt, with mixed inputs from Iron Plates, Steel Plates, Stone Bricks, and coal controlled by their constituent letters (a single letter before combinators) and dedicated inputs for the other more special letters (Q's, X's, Z's handled by batch to get to logistics network). The end of the sushi belt hits a decompiler block that can handle the full double-belt throughput and whose output is prioritized over fresh input from raw resources. I don't see a faster method other than perhaps scaling up to a more robust (ie more lane) sushi base after oil processing. I more or less limped to the logistics network research, then replaced my entire base with a bot mall to get through the rest of the yellow science. After I got to that point, it was only a few more hours to beat the rest.
In my honest opinion, allowing the player to progress faster by removing the telescoping science pack requirement would shift the challenge to designing factories that produce the more exotic letters rather than being a test of patience due to low production rate with the early methods available.
Other than that, the number silo is bugged in a few ways. Enabling the "read working" circuit network option consistently crashes the game with a lua error. Additionally, when the script changes the recipe components, any numbers inserted into the silo that aren't also (by luck) part of the new ingredients are destroyed. I eventually devised a way that would achieve zero waste despite this issue, but it depends on the "read working" condition. I'm sure a method where you use a memory cell that resets after a delay could work too, but that's beside the point. If this is intended, then using informatron or the in-game tooltip to explain this behavior would be nice. It would also be nice if you could preserve productivity progress when manipulating the recipe-- or again, mention that the method you're using will break productivity, as the productivity progress resets every time the recipe rerolls.
Consider re-balancing exoskeletons to not require X's. Not having access to exos until practically the end of the game is rough. I take similar issue to nuclear power being locked behind X's capping your scale fairly hard, especially considering that the C's needed for high volume accumulator production compete with the ever-increasing demands for C's in red science packs.
Thank you for putting this mod out. It was an interesting challenge.