This is a mod about the full monty.
One of the most interesting mechanics of quality is how its probabilities compound over multi-step crafting chains. You turn copper into cable, cable into circuits, at each step you have a chance to get The Good Stuff.
In practice, you never do this. Bouncing a single item back-and-forth between assembler and recycler is just easier, and, for most purposes, good enough, since quality is mostly used for finite, non-perishable structures. But should you want quality in truly industrial quantities, such as for consumables like science packs, the low yield of this approach starts to strain. Unfortunately, you don't actually have any other options; any crafting chain that ends still wanting for quality must face the boring one-step back-and-forth mega-wasteful recycler loop.
This is where Think Tanks come in.
Features
Think Tanks take in science packs and deconstruct them into their raw ingredients, in most cases kicking them back multiple steps along the crafting chain; Production science, for example, outputs steel and stone. By utilizing quality along each step as you put the science pack back together, alongside the Think Tank's high built-in quality bonus, you can get much more quality science per resource than you could by any other method.
The items output by each science pack were chosen manually, and carefully. Each is designed to pose its own unique challenge with a particular "identity", focusing on different stress points. Hopefully you can have fun trying to solve their puzzles even if you don't necessarily care about quality science itself.
You also don't necessarily need to have the science packs as your final goal; instead, you could use it as a middle step to obtain a quality ingredient. Want quality bioflux? Then have your gigantic brain deeply contemplate the mysteries of agriculture, and then do something useful with the fruits. All of this is intentional game design.
Compatibility
This mod is designed for both base-game and Space Age. As it requires the Quality mod, it cannot be played without the DLC.
Because its recipes are not procedurally-generated, it won't work for major overhauls.
Custom planets that add (rather than replace) to vanilla won't have any custom science they add work with it; but I have tried to make it easy for anyone who wants to add those recipes in themselves. I am open to adding these kinds of things myself in the future, if there's enough support or I just really want to.
Overall, this mod is almost entirely self-contained, so as long as what you're playing still vaguely resembles vanilla, it probably won't crash. You can add this to an existing save without issue.
Further Development
There won't be any profound changes to what items each science outputs, beyond the odd number here or there as they're more thoroughly playtested (so don't worry about your builds being ruined by a balance patch).
Super fancy bespoke custom graphics could theoretically happen, but don't count on it.
Additional features (like things for Think Tanks to process besides just science) have been and still are being considered.