So I've been tinkering with a sub-mod that blanket resets technologies; many bonuses are maintained but not all.
The first thing I noticed was that immediately all my assemblers and foundries on my platforms stopped working, and I stopped being able to get new water in space. This means all mid/late game power sources in space completely stop, as we ran out of water & cold fluroketone, and we lose navigation capabilities as well: can't go back through the wormhole until we re-research all the planetary techs and science packs.
Dropping down to the surface to kickstart the game was fun with spidertrons and construction bots, and having cached assemblers & substations from orbit really changed the feel of early game in a way I quite enjoyed.
The damage and productivity bonuses were immediately useful too - but I went through without any Science Lab productivity boosts from Prometheum science, which I regret.
Some things (like bot speed, stack size) that aren't infinite technologies got wiped alongside the techs, but plenty things did stick around enough that this is the way I think I'm going to go when I next have time to sink effort into the project.