I can appreciate building something that you'd want to play, don't get me wrong.
So okay, the mod bills itself as an alternative start, so I go in expecting Nauvis equivalency in some regards. If you picture a playthrough of unmodded nauvis you get all your basic building blocks relatively quickly; you handcraft 10 science packs (which just cost a couple simple ingredients) to unlock automation, couple more for undergrounds and splitters, etc.
Compare and contrast here where you need to put together a relatively complex chain to get electric circuits which are the common ingredient in any science pack, and you also need 100x packs to start doing any research. So I'd start with cutting the research costs to 10-50% of what they are now, if you aren't going to change the electric circuit recipe.
Basic bar recipies taking 1/5th of a stack of the pulp is also an annoyance and clutters up your inventory quickly if you're hand-feeding, and also also makes it take forever to do any sort of inserter-based automation. I'm guessing you can unlock better recipies that take less pulp but you're still stuck with the basic stuff for the first hour(s).
... While I've got your attention, a few little water patches here and there wouldn't be a bad idea. On my playthrough, I started getting everything set up near the middle of the starting area, made some neat rows of trees so I could quickly harvest anything I needed, put down some stone brick pathways, started building my production lines, saw I needed water... and then saw that the only water was several screens away, and copper pipes were goddamn expensive so I couldn't pipe it in, so I had to pack everything up and move over to the edge. It almost made me quit the mod then and there, honestly.