Hey. Thanks for your feedback. We know that this modpack is far from polished. With 2.0 coming soonish and knowing that this modpack maybe isn't going to be continued after that (depending on how much the other modpacks break), polishing is not high on the priority list.
About your points:
- Early researches for chemical stuff is like it is intended to be and I hope there is no deadlock (there were none when I last restarted). Bismuth is tedious in the beginning but there are ways to reduce the usage and that's how the author of the bismuth mod intended it to be. Tungsten should be available early enough. Maybe the order of the researches is not optimal, but it works. Yes, electrolysis plant is a pain to get the first one without proper bismuth production. We are open for concrete proposals since we didn't think about it in detail yet and, again, that's currently not a high priority thing.
- The ore processing technologies from 248k could be consolidated somehow and placed elsewhere in the tech tree but since everything works, it's not high on the prioritity list.
- What you say about space platform scaffold sounds wrong. For me it says it needs space science pack (in addition to steel fluid handling). If it's broken on your side, please join our discord server and provide us with a screenshot and savegame to check what's wrong.
- Starting area is something you need to configure when you create a new game. Increase it to your taste there (of course it's too late now for you). The "Space Exploration Default" sets it to 200%. Personally I think that's close enough to a vanilla feeling (100% isn't very generous for vanilla either).
If you really want to make things happen and like the idea of learning to mod, we are open to pull requests ;-)
If not, join us on our discord server to discuss possible changes in more detail.