There's two main reasons why the tech tree is the way it is on Fulgora, and they are as follows:
1. There are still plenty of softlocks if the tech tree is left entirely alone. You still don't get recyclers right at the start, trigger techs like electronics and oil are impossible, you can't get sulfur without advanced oil processing to make chemical science to research advanced oil processing, and you can't get ice melting without space science.
2. The experience is still very, very awful with the bare minimum. Even if I did that bare minimum of fixing the softlocks, you'd be stuck with two wooden power poles until electric energy distribution 1, no accumulators until researching all the way up to them, etc. I don't think it would be fun for the majority of players if they had to sit through multiple hours of grind just waiting for things to craft and research.
The planets were designed around having a space science tech level before going there, so removing all of that is bound to have some issues. This mod was made with one main goal in mind: What would it look like if Wube designed the game around starting on each planet? That means it's not meant to be as challenging as possible, which is why I took a couple liberties with the very beginning. It also just didn't make sense to have to research things that you already get from scrap to be able to craft with them.
I'm definitely against having multiple modes for different planets in this mod, but it's possible to make your own mod which edits the technology progression of Fulgora, there's even a small library included in this mod dedicated to doing just that. You could even entirely replace the changes this mod adds by default with your own changes, due to how I designed the inter-mod compatibility.