Copper — it will be fixed. You're right, 14 was out of line: copper ended up more valuable than both iron and stone at once. It's 8 now. The crusher's choice is finally an honest one.
Ice and water — keeping as is, and here's the math. I understand where the "too generous" feeling comes from: through most of the game water only goes into chemistry, and there really is a surplus. But there's a single tap for the whole game, and it's tuned to the heaviest consumer. A steam turbine burns 60 water/s; a 40 MW reactor means four heat exchangers and nearly seven turbines — that's roughly 412 water/s, continuously. At the current 1500 water per chunk, that's 16–17 oxide chunks per minute for electricity alone. At vanilla rates (100 water per chunk) the same reactor would need 247 chunks per minute — nuclear power on a ship would simply be impossible, even though the reactor, heat exchanger and turbine are things we sell on Nauvis ourselves. Add greenhouses (200 water per cycle each) and sulfur production, and the surplus is gone. Water is infinite on Nauvis and Gleba, true, but you can't move in there: the only thing buildable on a planet is the cargo landing pad — no offshore pump. Water barrels at the Nauvis market are an emergency supply; a reactor would need eight of them per second.
Foundation — staying cheap. The vanilla recipe (20 steel and 20 copper cable versus our 2 and 2) would bottleneck on steel with any starting stock, and our steel comes only from asteroids. Cheap foundation is a deliberate decision: growing the ship is the main form of progression, and gating that behind mining would change the pace of the entire game.
Interrupts for the planet queue — I agree in principle, but not now. The idea is right: the vanilla schedule is familiar and does more than my hand-rolled list. It's technically possible, the interrupt API is there. But it's a substantial piece of work on its own and I can't take it on yet. In the meantime you can use the vanilla schedule window — the mod's flight panel works on top of the same schedule rather than around it, so both views show the same thing.
Merging stone and uranium — agreed, there are too many chunk types. I'm considering a broader rework: a single chunk type with probabilistic processing (like scrap recycling on Fulgora) instead of the current zoo. A partial merge now would only have to be undone later.
The stone asteroid's look — point taken. It is indeed built from the metallic one with a shift toward a warmer tint, hence the resemblance. The fix is simple; I picked the colour myself originally and evidently didn't land it — either the model needs a much stronger recolour, or its own artwork. That said, if the asteroid processing rework above happens, new graphics may not be needed at all.
Wires on cargo bays. Here's what seems to be going on: what gets selected isn't the bay itself but a helper entity next to it, and the target swap happens on a mouse-hover event. On a client that event arrives with network latency and apparently slips through sometimes — hence "selectable only occasionally". I'll think about how to fix it. Thanks!
GUI delay. Factorio doesn't predict GUI actions locally, the click goes to the server and back, and there's nothing the mod can do about it. I don't know how to solve this problem yet.
Shotgun vs asteroids — I checked: the mod's asteroids are exact copies of the vanilla ones, health and collision parameters untouched, so the shotgun behaves exactly the same against vanilla asteroids (it fires pellets "by direction" rather than at a target). I'd rather not override vanilla weapons from a mod — that breaks more than it fixes.
Thanks a lot, this was a genuinely useful report.