Material pre-requisites(In some cases, especially with 1 time research tech) would nice.
E.x.:
Research boomrats for access to some type of explosive or bio improvement, alien tech for XXXX, and so forth. That, or bonuses to X research branch by reverse engineering said item.
Resource costs:
Other more plentiful resources(metal, organic, colonists, whatever) might be interesting as a component or a boost. Provides a sink for excess resources of a specific type.
As plot hook:
Of course, bioengineering might cause its own plot events... as could agricultural research, explosives research, etc... Gives another opportunity for things to get interesting.
E.x.:
Research boomrats for access to some type of explosive or bio improvement, alien tech for XXXX, and so forth. That, or bonuses to X research branch by reverse engineering said item.
Resource costs:
Other more plentiful resources(metal, organic, colonists, whatever) might be interesting as a component or a boost. Provides a sink for excess resources of a specific type.
As plot hook:
Of course, bioengineering might cause its own plot events... as could agricultural research, explosives research, etc... Gives another opportunity for things to get interesting.