That does sound exciting, I am :D
I definitely like the look of Biochemistry the mod, thank you for the recommend. I have to admit, high quality fluroflux from your other mod has been an excellent way to provide supply lines to Vulcanus for better oil cracking, so I didn't even worry about the nutrient costs XD
As for something to avoid repetition from the other metals, perhaps working with the lightning collector in some way, as the fulgorites are similar to their real life counterparts where lightning strikes ground, catalyzing seed holmium ore, stone, and maybe heavy oil, but I have no idea if the code for the ag tower can be used in other ways like that, planting based off other triggers
For processing holmium ore itself, to avoid repetition on the other side, maybe leverage the biologic additive manufacturing ideas, where quality holmium ore + holmium solution outputs plates. Biochamber taking over for the chemical plant making holmium solution, especially if it's possible to make higher quality holmium ore yield more holmium solution, then the next biochamber array using a seed crystal of the holmium ore to 'grow' the plate from the solution
Unsure if any of that is possible, but definitely hopeful for your implementations :D