I recently beat the game with this mod (relevant Reddit post here: https://www.reddit.com/r/factorio/comments/1iydotn/won_at_platformer_mod_thoughts_and_observations/) and had a great time doing it. So first and foremost, props to the mod creator(s) for that. Great mod, well-designed, lots to be impressed by.
I walked away from the experience with only two complaints, one large, one small.
The large complaint is the management of fluid byproducts. Simply put, a means of voiding fluids is needed.
Aquilo asteroids, for example, produce ammonia and fluorine, but the demand for ammonia is higher than for fluorine. That means the fluorine levels eventually backup the process and you have no recourse beyond manually deleting the fluids as needed. Yes, technically I could barrel the excess and then throw the barrels off the platform, but that's a deeply unappealing solution. Rather, something like the Flare Stack or Incinerator (from like-named mods) would solve this problem neatly. Alternatively but more ambitiously, having something like a reverse offshore pump would be nice: it'd have to be placed on the edge of the platform and would automatically void any fluid fed into it. However, I recognize that that is probably more effort than one of the simpler solutions mentioned above.
The small complaint is about hub inventory management when removing buildings.
The hub chest is a fantastic quality of life addition to this mod, and the fact that it's limited to buildings-only is astute design, preventing a QoL improvement from being used to teleport ammo or intermediaries across the factory. Unfortunately, when you remove swaths of your factory to rebuild, all of that gets crammed into your hub inventory and, lacking logistic bots, there's no ready, automated way of returning those items to their desired stockpiles: a reverse hub chest, if you will. Similar to the fluid byproduct issue above, there does exist a solution but it's deeply unappealing: you could use circuit controls to throw the excess buildings into space, but that's throwing the baby out with the bathwater or, erm, throwing the fusion reactor out with the coolant, I guess.
This can be seen as a deliberate design challenge, and it is solvable (if arduously so). Is there some way of introducing a chest that receives deleted buildings only, to curb the risk of abuse? If not, well, adding this to the tips and tricks as an acknowledged challenge might help reframe things so people don't find themselves stuck with an unpalatable and/or manual process that feels like a design oversight rather than a deliberate challenge.
Anyway, loved the mod, had a fantastic time, just wanted to bring up two niggling concerns. Cheers!