Been playing this mod for the last couple days and I have some feedback regarding techs and early game asteroids.
- There should be a way to get more stone, you need a lot of it for military and production science and the best way to get it earlygame is from Crudeic asteroids of which there just aren't that many, consider adjusting metallic asteroid crushing recipes to give a bit more.
- Logistic robots shouldn't be disabled, they still offer advantages and disadvantages over sushi belts which seems to be the "best" solution, having them disabled by default seems to go against the "everything can now be placed in space" logic, and you still need robot frames anyway.
-The code to prune the tech tree needs to be a bit more robust, currently it removes any tech nodes with "no effects" but this includes vanilla technologies (such as modules) and any mod technology that uses a non-standard trigger. (such as bob's inserters research)
-Less important than the others: oil and copper demand seem fairly low in general, as there's little for rocket launch ingredients, maybe there should be a better recipe for space platform tiles that uses them? Or Space science should now need the same ingredients as rockets do in vanilla? (it does seem weirdly cheap when you get to it)