You and me buddy :D. I also am green at modding. I'll have to look into asteroid spawning to see how it defines spawn rates before enabling them for myself.
On topic of [Ignis] you sure went the opposite way to me. I was going for a somewhat central [Space Station] or a [Hub] to make it a central stop that allows traveling between any planet without needing to pass unwanted places (Gleba).
From my past experience I would say that once you unlock thrusters and a single destination bottleneck changes from resource availability to resource gathering and processing.
Additionally I never had power problems my power generation went like this: solar -> solar+steam(carbon+ice recipe) -> upgrade to rare as a way to waste overflowing resources - >once I started to brownout while traveling to fulgora cave in and make 2x2 reactor with buffers -> 1x2x1 fusion reactor. Thanks to keeping neighbour bonus as my priority I never had fuel issues and did the fusion transition only to remove risk of starving my reactor of water.
I made a simple flight control system that controls platforms movement based on chunk buffers prioritising biggest deficit. It is not a smart system as it flies directly to it's destination and doesn't plot an optimal path (curse you Gleba) capable of filling several shortages at once but it does it's job.
As a sidenote you could chande gleba chunks to give fruits instead of seeds but I don't know if it's not just me who doesn't need to crush gleba once I've set up greenhouses.
My idea was to provide componentes to make a tiny and I mean tiny (1 thurster, 1 collector, 1 crusher, 1 chemplant etc. if you know how, you can make a functional ship out of nothing especialy with circuts) ship as that would deal with the slow earlygame. As long as you have a thruster and a destination you are limited by production not spawnrate.