The mini-game in alpha didn't make sense and focused on the repetitiveness of the action and that the action would take a while (it's not for nothing they have removed the heat map with the mini-game : the time you spent failing the mini-game is now spent failing to find plants) rather than the satisfaction of doing the job right. I think better gameplay would have been, for example, to focus on sampling rather than the analysis itself.
First, find a good spot on the plant where to take the sample (with, for example, a colour scheme or beeps where we point the sigth to precisely locate a good spot). Then in a second step a mini-game to calibrate the pressure needed to take the sample (too low, you don't get enough material, too high, the material is partially destroyed).
The difficultie to find a good point would be more or less difficult to obtain depending on the species and its state of development. The difficulty in calibrating the pressure could itself be partly determined by the sampling point chosen.
The quality of the sample obtained would then determine the quality of the analysis and the number of additional samples to be taken in order to carry out a complete analysis.
In this case, each action makes sense and even if you make a mistake, you make progress in obtaining your analysis.
And secondly, being able to analyse several species simultaneously. For example, being able to change tanks that would allow you to keep these samples until you have enough samples to make a complete analysis (possibly, conservation could be temporary to avoid collections of eternal samples forgotten forever).
I think also that a lobaratory module would be more than welcome to manage the tanks and samples and make further more analysis.