Hello, thanks for the feedback here. Want to make sure I understand the issue.
I think I see the issue with green circuits/bakelite ratio. I had intended it to be 1:1 with gray assemblers. However, with the Tin mod, I doubled the output of the green circuit recipe, without doubling the time taken. (0.5 for 1). This was an accident at the time, but have not changed it yet. It would only balance the ratios, you'd actually need more assemblers for green circuits, but it would be closer to 1:1
I'll think about the green circuit recipe a little more. I was considering rebalancing it sometime soon for this and other reasons.
As for the phenol plants, I presume you are using the light oil->phenol recipe. I had intentionally made that require more work than the coke+phenol recipe.
I might tone it down a bit, but it's meant to be a little less efficient in space/power, than being able to make use of phenol as a byproduct of coke production. At the same time, it's actually slightly more efficient in terms of raw resources. I think I could comfortably change that recipe from 15 (per 3 phenol) to 12 (per 3 phenol) while still gaining the same gameplay benefits.
As for the "bz-for-cowards" mod, I do generally like that idea! Long term, I'd like to have a good way to make BZ recipes even more customizable. I'm just not quite sure how to do it with the settings interface we currently have. I doubt I'll make any progress on such detailed customization for a long time (probably talking a year+ out, depending on if the devs expand upon the mod settings interface anytime soon).
Long way to say, "bz-for-cowards" seems like a nice idea, even if I do some of the balance changes I plan on.