First of all, let me tell you, I liked the planet and it's challenges. Even though at times some things felt frustrating, leaving the planet with a sufficient base felt satisfying, rewards are fair and balanced, and the output of science packs seems well in range of what other planets (vanilla and modded) produce with similar builds. Overall, a good experience on default difficulty setting.
After leaving the planet, sometimes I received warnings about destroyed buildings, that were in zones that are well covered with turrets, supplied with ammo etc. It was confusing, but as a workaround I lowered difficulty, so it turned to silent messages for damages buildings instead. Recent changelog pointed out that there was some incompatibility with K2SO's "realistic combat", and the problem was most likely that, glad to see it fixed.
The problem is in later game, where the challenge is basically solved (sufficient supply of ammo, sniper turret lines covering the whole base, trains ready to deliver to any station), you don't interact with the surface (only active production lines are science packs, rocket parts, ammo and a small rare+ sniper turret casino), but the performance impact from the planet is still significant.
In my current playthrough, I play with 85 mods, including K2SO, cybersyn and 7 more planets, however, Rubia is always using more script update time than all the other mods together. 0.400 ms is not a lot of concern, but adding to that is 0.300 from turret entities (tested with all other turrets on other planets and space platforms edited out) and 0.400 from projectiles (both latter parameters went to 0.000 when I deleted everything on Rubia with the editor as well, and script usage by the mod went to 0.300). So we have more than 1 ms from one mod that is not being actively played. And when UPS drops, stuff that drops UPS gets dropped.
In https://mods.factorio.com/mod/rubia/discussion/688e68586fef5c9feb6b2b2d you made it perfectly clear that having an option to disable trashsteroids completely goes against your vision. While I disagree with that, your point is completely understandable, and people who are not ready for that challenge have an option to not engaging with it by not installing the mod. However, for players who already have beaten the planet, I suggest an alternative solution.
Please make a mid- or late-game research that disables trashsteroids completely, freeing those milliseconds. Aquilo level seems reasonable, that's where megabasing/scaling starts making sense, so there could be a research with cryogenic science packs or maybe even something more flavorful - like yeeting 1000 fluoroketone barrels somehow clears the sky?
I would prefer to not having to disable the mod, as Rubia was a great part of my modded journey this time.