I'm currently reworking it today. My next patch is going to unlock biofusion science, now that wind is controlled by script, and not surface restrictions.
Just so you understand my logic, there are several reasons why Rubia has had a strained relationship with mods that remove surface restrictions:
1) Wind mechanics (previously) required surface restrictions to properly function. Things like "you can't use logi bots to cheese the wind" was only enforced by surface restrictions. Removing surface restrictions effectively stops the wind mechanic from being actually enforced. This is not the same as being allowed to grow biter eggs on Gleba. This is more like removing the frost from Aquilo.
This was the point I was always aware of, and I had a working relationship with these mods where: "Ok, you can cheat the wind on Rubia all you want, but then you just don't get the postgame content." This also made sense to me then since postgame entirely relies on surface restrictions to create the challenge. I hadn't really gotten complaints about it over like 4 months, so I did not revisit it. Then, when your surface restriction mod came out this week, and I tested it, I had a horrible realization:
2) The Crapapult has several recipes that are gated by surface restrictions. Specifically, some recipes actually do a trigger tech, and there is another recipe with the same inputs just void. The crapapult can know which one to do (since it is secretly a furnace) so it knows to only be unlocking technologies when doing its recipes on Rubia... except when you remove surface restrictions. As a result, surface-restriction mods create 2 major issues: 1) Some trigger techs can be done outside Rubia, and 2) some trigger techs become totally impossible.
When I tested your mod this week, I learned that it softlocked the player, as it is totally impossible to do the first "Yeet-Firearm-Magazine" technology. Removing the surface restrictions meant that the crapapult would only pick the yeet-firearm-recipe that does NOT complete the trigger tech, on all surfaces. This was basically my wake-up call that I needed to fundamentally change how everything worked.
This week, I have been working on doing the wind mechanics by script. Now everything that is banned from Rubia is blocked by script--not just surface restrictions. Surface-locked recipes are still unlocked, but you cannot place req chests on Rubia--period. Now that these bans are in place by script, I see that the locking of biofusion science is vestigial, and no longer needed. However, reimplementing surface conditions by script is a very big change at runtime, and it can cause more issues (especially with compatibility). I didn't want to have "it's on, it's off, it's on, it's off" back and forth between versions, so my plan was: put out this intermediate version (which still locks biofusion, but also enforces surface restrictions), give it a day or two to make sure everything is stable, then put out a patch that unlocks biofusion.
idk if this is what you want to hear, but I hope it explains my logic.