However, I'd like to ask you if you were intending to balance the default settings of the mod. I suppose it's intended that the 3rd to 6th tiers of pure extraction get expensive really fast, but are these values final?
No and they are configurable :) Look into settings for the 0.3 value!
I know I could change the settings to create a less steep curve, but I still think something like 16 SP1's, 8 SP2's and so on multiplied by several thousands for the last tiers are a bit expensive and stand out from vanilla/other mod research costs. Also, the liquid solvation recipies don't seem to be affected by any multipliers.
It is meant to be steep and yes, currently it is not affected but for the next version I have rectified it
Also, it seems that the 5th tier of pure extraction research is currently more expensive than the 6th. Is this intended?
Side effect of my function, fixing it for the next version.
And what exactly does "pure tech cost increase by level" do in the settings? "Pure tech cost increase by tier" seems to be the one multiplying all pure extraction research costs.
The system is like this "Tier" is a system to measure how "rare" or "difficult" a substance is normally to get, or value. Tier 1 means it's pure recipes start showing up after first electric omnitractor, tier 2 means the pure one shows up after, impure ones show up after tier 1 and so on. Level refer to how for along a chain you go.
So tier increase means "how much more expensive is tier 2 pure research than tier 1?" as a multiplicative factor. The level one is trickier to say how it effects it but it effects the increase in price for the levels within a branch.