This is all nice and fun, but still does not solve a few of the issues:
- Some of the required installations for certain services have economic influences. which in turn screw over the production of things like CMMs and Insulating Membrane if built.
- Also, stuff like Emergency Power Cells are still produced only in limited locations, which makes expansion a PITA (and not everyone has a fleet carrier or wants to use one).
- Exsisting Colonies, which are vital during the beta for data collection, are still getting screwed over by changes being made without the possibility of correction (aka no ability to move constructions nor dismantle them).
- Body Economic Influence is still too strong compared to 'strong links' and almost impossible to overwrite in certain cases, massively limiting the economy choices available to the system architect. Also please keep in mind that those have also been added after the fact and thus screwed with existing builds without the possibility to fix them by the architect.
- Weak links are still a massive PITA to deal with, as they upend economies and eat up certain commodities for little to no gain.