Hello there, I'm very much still looking for feedback on balance so this is super valuable!
You are correct that ore melting is simply too expensive, when I initially made the recipe I considered it a "convenience tax" for not having to import calcite but seeing as the tech comes very late in the game and also how slowly plasma trickles out of a reactor, I agree it needs to be cheaper. The idea was that you superheat it into a gaseous form before letting it cool down, burning off all impurities and eliminating the need for calcite. That said I realise the name is somewhat uninspired, so that, too, will be subject to change.
The carbon fibre recipe is a fair bit more productive than its vanilla counterpart, which makes it fairly strong when trying to produce quality carbon fibre. Seeing however as the meta is upcycling toolbelts, which require no spoilable components, I think I could also make this recipe cheaper.
The bulk circuit recipe isn't any more productive than its vanilla counterpart (largely to prevent net positive recycler loops) but has the advantage of a) The convenience of skipping sulfuric acid and b) the bulk recipes enable you to slap down fewer, higher quality machines with fewer, higher quality prod modules, so I'll wait for further feedback here.
Ionised fuel has its stack size and rocket capacity set as to not invalidate nuclear fuel completely. The idea is that you should have access to a nuclear fuel equivalent for trains/vehicles on all planets but need to set up some local infrastructure as a trade-off.
Since you've clearly put quite some thought into it, could I also ask you: What do you think of the tech tree, do the recipe unlocks make sense for you, progression and cost wise?
Thank you for your feedback!