The Orbital Construction Site has bad autodock pathing. If the landing pad is on the opposite side of the central spine from where you're approaching, autodock would happily belly flop into the central spine with no attempt at slowing down or avoidance. I'm certain many has reported the issue above, but just putting it here in case.
This issue above is something that impacts a lot of players and definitely need changing. The rest of this post is... more of a personal suggestion from me.
Some commodities makes no sense. Fruit and Vegetables for the primary port for example, if Food Cartridge is canonically known to provide all nutrients for survival, why do we need Fruit and Vegetables? If it's there to introduce variety into colonist's diet, then why only Fruit and Vegetables? Why not also Algae, Fish, Synthetic Meat, and Coffee? And most importantly, why isn't TEA required for Colonization? To be quite frankly honest, I feel like it might be illegal to colonize without Tea, especially when playing a game made by British Developers. There's also issue like tourist installations requiring no Consumer Technology and Domestic Appliances, Planetary constructions not requiring Skimmer Components, and worst of all -- Come on guys, it's 3311, and we're still using Steel as our primary construction material? When the internals of our stations are pressurized and oxygenated? Not mentioning, some planetary installations might be constructed on planets with Oxygen atmosphere!? Yeah these are gonna rust in no time at all.
These commodities are not just numbers on a list, they all have lore implications. I want to see the devs put more thought into what commodities and in what quantities each port is going to require, not just a simple shopping list that is only gameplay driven and serves no lore purposes. For example, the starport constructions sometimes calls for only Food Cartridges, and other times calls for no Food Cartridges, but a mixture of Fruit and Vegetables, Algae, Fish, Grain, and Synthetic Meat, to provide a much better diet for the colonists. Some construction calls for more Aluminum, while some others calls for more Titanium. Randomize some commodities, not in quantity but in type, as some colonies use the standard Copper for their wiring but some more wealthy and more high tech focused ports use Silver instead, and some just ask for more Aluminum as they use Aluminum wires. If a system list Battle Weapons as illegal, then their construction do not call for Battle Weapons, but require an increased amount of Non-Lethal Weapons. If controlling faction is Imperial, then have them ask for Imperial Slaves in certain constructions, and so on. There's so much potential here, all can be procedurally generated, and these changes not only make the shopping list feel unique and fresh every time, but also serves as lore pieces that combine to tell a better story.