First off: very good mod with a nice sense of humor that doesn't insert itself too aggressively into the original gameplay loop. I appreciate the honesty about where AI was used as well, good job.
One "bug" fix to make is that the ancient core recipe needs to be locked behind both repair packs and fluid handling because it requires both but currently isn't.
One gameplay adjustment I would advocate for would be to space out the debris-fall time and distance significantly for 2 reasons:
1 - If ignored for just a little while it becomes very apparent that the landing zones are always centred around the player and that ruins the magic a bit; this is very clearly a regular timed and close by event that loses it's charm after a dozen walks around the base perimeter to collect them. It should be an event.
2 - If the radius that could qualify for a landing zone were bigger, they could land in biter territory. Which would be the perfect excuse to go and claim some land/push them back if expansion is on.
So I would personally try bumping the time between, the richness, and the radius of the landing zone for debris, all by 10x and see how that feels to play.
And lastly for balance I do think T3 modules are a bit much for the rare item drop they give. A slightly lower jump in tech level but simultaneously bigger jump in difficulty to produce yourself might be to award a T1 module with a random quality.