After the recent bug fixes I have now played through a good amount of Vesta, and I'd like to share my initial thoughts and suggestions for improvement (I'll likely have some more thoughts after I finish the full playthrough of Vesta):
Starting with the 'pros', I really like Vesta as a concept, it gives me a similar feel to Corrundum in how you need to utilize and manage gasses (fluids) versus the usual production lines of solid parts. This allows for the deployment of more compact production lines, and given the limited build space, at least initially, this feels good. The aesthetic and feel of the planet also is hit perfectly with the mix of gasses visible to the player very easily. Next, I think this is the first planet mod since Maraxsis I have seen to expand upon the mechanics of Gleba, using the Biochambers as a step in the production chain, a little surprise I wasn't initially prepared for, but something one quick ship stop at Gleba rectified. I have yet to fully finish the planet, so I cannot "fully" comment on the "rewards" from it just yet, but extra belt capacity is nice to see (I think only Secretas has another one of these) as well as the upgrades to robots, I use more quality scaling so having Legendary Fusion robots endlessly zipping around my bases is something I'm looking forward to.
As for the initial 'cons', there aren't many, but I do think they warrant some note. First, given that Vesta requires Cryo plants to even progress in, I was a little surprised to not see Aquilo science as a requirement of entry matching the progression of Vanilla planets. I get that it's technically a sub requirement of the Cryo plant, but this is just a little pet-peeve I feel makes a little more sense. On this same topic, if this is meant to be a "post-Aquilo" planet, then getting to Vesta should also involve Large/Huge asteroids to ensure the player is aware of what they should expect on the surface.
Second, the initial feeling of getting power going was not the most "fun" thing as Fusion requires having Fluoroketone ready to go, so at a minimum you need a machine to unbarrel it. I am quite thankful to have completed Moshine and had access to the massive solar panels, but even those were struggling to only just get things going, and since I needed to connect two islands together to have my power setup running without needing too much teardown / readjustment afterwards, this full process took over an hour just to get the machines to run enough. A lot of this might have just been user error on my part, but I think this aspect of the playthrough made things a bit slow to start and explore what else the mod had to offer. I'd recommend taking a look at Paracelsin and how it allows for a minimalistic power setup to at least kickstart things without too much effort put in.
Third, and might be intended so if so, feel free to ignore. But underground piping over small "bite sized" platforms between each other was possible, but I suspect not intended, so perhaps tweak the gasses to behave like lava in that regard so you need to have a continuous platform?
My last initial criticism, being a "post-Aquilo" planet, it shouldn't be too far-fetched to expect the player to have a quite a lot of legendary (Or even just upgraded) machines at that point, and a lot of the gas/fluids in the require high base numbers (e.g., 100/200) of fluids in the craft recipe, which when scaled to legendary w/ modules, easily exceeds the 1200 throughput limit of a single pump (Yes I know, just build more, but for some areas this produces a very complex challenge with some of the fluids).
And finally a few ideas / suggestions. First, my last con point noted the pipe limitations, perhaps as a solution to this problem you can make the "fusion pipes" have a higher capacity / throughput as a bonus. Paracelsin's zinc pipes offer this, I'm aware that the big "benefit" of the pipes is allowing the transportation of plasma, but I think this should be another aspect of it. Second, for a planet that is themed around "fusion power upgrades", there wasn't all that much awarded from it. Fusion robots again are a cool thing to have, especially for very large bases, or planet / planet mods where the robot energy usage is high, but as the only "major award" it feels a little shallow. Fusion power is already relatively "free" in the game, but again, we're already talking post-Aquilo here, so why not push it further? Perhaps you can consider integrating with "Plasma Industries" in some way to offer additional tools / applications for fusion, or maybe some productivity techs for the fusion power stuff. (EDIT: Had to edit after a few more hours and seeing that there was a "better fusion cell" recipe)
All in all, a great planet mod to add to any space age playthrough (Loved the menu sims., but they might be bugged and only show the very first time you load the game with the mod). Looking forward to seeing how the rest of my base comes together and where this mod goes next!