Hi there!
First of I'm currently creating a new personal "pack" for my next playthrough and considering your mod, I think you have some cool ideas!
a)
But I'm not quite sure which niche the kiln fills. It's kinda similar to the foundry but... worse?
And to be clear, it's fine if planets have buildings that are mostly useful on their own surface (Gleba Biochamber comes to mind), but idk, maybe I'm missing something about the kiln?
It uses heat, I got that, but you can always just produce power from the heat at no loss in Factorio.
On Aquilo where you have heat you probably don't want to spend it on kilns, also you might not even need better furnaces there.
On Nauvis you probably have a huge power network and just use foundries anyways.
On Gleba you can actually have some heat from burning the excess in heating towers but you also don't really need furnaces and power is probably just easier.
On Vulcanus and Fulgora... eh I barely even see an edge case for this.
Of course other modded planets might be different and maybe the whole idea is just to have an alternative to the foundry, I just feel like it's not good enough to be one. Only on highest quality it has as many module slots as the foundry and even then missing the innate prod bonus.
Compared to that the pressure forge feels more useful, it's basically a refinery upgrade (which makes the "forge" part in the name kinda weird) with a twist and can also craft foundations and takes a ton of modules.
b)
The other thing, I think you have a bug/oversight in the oil productivity tech, it increases the lubricant production of a Panglia recipe. Considering the tech only modifies oil prod otherwise and not lubricant this seems like an error, maybe related to a recent Panglia update that might have renamed the recipe, don't know.
Oh and as closing note, the rigor module is a pretty cool idea! Not sure about balance, but I was already thinking about rigor vs productivity in some cases, which is good, breaking up the "standard rhythm" of the game.