It is neat, and I'm abusing it because it's needed.
If I understand your aims correctly, you're trying to offer ways to bootstrap the early and mid game without having to deal with nutrients and spoilage while focusing on farming, logistics and terrain management and delaying serious pentapod interference. But, I think that the basic resources chains on Gleba still remain more involved than every other planet. It's simply more work to get started and to scale up in the early and mid game.
You're mitigated the fault-sensitvity and complexity of base game Gleba by introducing an alternative production chain for early and mid game, this is a great idea. However, I think that this alternative production chain is still more involved than it needs to be. You need power, you need farming (which has relatively poor yields and doesn't scale as easily until you go for yumako/jellynut) and you need something to process the farm products and then a way to deal with the spoilage, something to deal with the waiting time for bacteria and of course, the furnaces . To get this chain assembled and running smoothly, you're still going to have to do more manual work than every other planet, while constantly having to do something or other by hand because you're out of fuel and plants need planting or harvesting to supplement your fuel supply.
I think that there are three major problems with a Gleba start, even with Wayward Seas:
1. Early fuel scarcity and lots of manual work
2. The complexity/sheer amount of moving parts/failure modes even for a starter base.
3. Farming requires more work to scale due to the need to plan each individual farm around the terrain and set up logistics for it, yet it's still a lot of work to saturate even a single yellow belt.
For point 1, I think you can address the scarcity of wood/fuel by simply making the yield on the stuff you chop down greater. more wood and spoilage per plant. Double, triple, quadruple, whatever feels good. the stromatolites already offer you nearly 40 iron/copper per harvest. There's nothing wrong with getting a similar amount of wood and spoilage from the shrooms/trees/whatever. This will reduce the need to go out finding fuel or feeding productive plants into the furnace. You may also want to increase the yield of cut water cane, 1 water cane produces, a bit less than 1 cut water cane per minute. That's around 40 cut water cane per minute for a fully automated tower. A single mining drill produces 30 coal per minute, which has the fuel value of 60 cut water cane per minute. This is the reason why I am so critical of water cane. It's near-useless if you don't exploit the small footprint by manually planting every couple of minutes in a a game about automation. (also, why are we losing fuel value when processing water cane?, we're literally halving the fuel value and losing even more to run the machine)
For point 2:
All basic processing should be faster, running 8 assembling machines to process a yellow belt of cut water cane is mental, The same goes for cuttlepop and sunnycomb, you need 8 machines to produce a full yellow belt.
I think splitting the cuttlepop/sunnycomb processing recipes into basic and advanced variants might be a good idea. basic recipes would just output bacteria but be restricted to normal assembling machines. This introduces spoilage in the sense of having to wait for the bacteria to spoil before they can be fed into furnaces, without the risk of everything stalling out because you have too much(stopping the assembling machine) or too little(as fuel) spoilage. The bare basic starter base should be reliable and simple.
The advanced recipe would be restricted to biochambers (with the attendant +50% productivity boost) and produce semi-spoiled nutrients as a byproduct Having nutrients as a byproduct serves several purposes: 1. nutrients can be used to feed itself once it starts processing, 2 nutrients and bacteria are a great thing to feed into a bacteria cultivation stack. This offers a more gradual intro into the base game Gleba ore stack. You'd just need this and bioflux production to relatively painlessly scale up. 3. Even nutrients can be a waste product, having them be semi-spoiled means that they'll rapidly turn into spoilage, so they simply act the same as spoilage if you don't handle them.
For Point 3, here's some basic calculations:
A tower with 45 cuttlepops:
3 (4 pods per harvest - 1 as seed) / 4 (minutes to grow) * 45(the amount of cuttlepops) * 2(ore per cuttlepod pod) = 67.5 ore per minute.
A single electric mining drill:
0.5 ore/s * 60 = 30 ore per minute.
Even if you're using biochambers, you're only going to get a bit over 100 ore per minute for a fully saturated cuttlepop tower, and that's going to involve dealing with having to wait for bacteria to spoil into ore, spoilage, and nutrients....compared to placing three mining drills in a row and just getting 90 iron ore per minute.
a block of 8x4 mining drills will saturate a yellow belt.
You need 9( fully saturated cuttlepop towers with a biochamber processing stack to saturate a yellow belt, good luck with the two belts of spoilage, by the way, you don't actually have a good sink for that.
As for how to address this? More yield on water cane, cuttlepop and sunnycomb. Either at the point of processing or on harvest.
Sidenote
For alien biomes, I recommend adding a recipe that's only active when when alien biomes is loaded, to generate some cut water cane out of wood and spoilage, this allows a player to get things started even if the map doesn't generate the stuff.