Nanako, quality post

I agree with you. Regarding auto turrets I posted this issue a while ago.
I have some feedback again, lots of small things:
You can brew spectago tea only in simple cooking station. Imho it should be moved to brewery of coffee machine or add it to professional cook stove as well
The only way to repair broken rib is to craft damn expensive medical rib. Could you allow repairing ribs with artificial bones?
Advanced prosthetics in chem lab cost compared to bionic part is dirt cheap. Recipes for bionics have so many components... I wonder whether you could simplify it by using lower tier prosthetics in recipes of more advanced ones and add only few advanced parts. Also don't be afraid to use more plasteel in these advanced recipes than steel. Maybe entirely plasteel parts.
The amount of reinforced glass bionic eye requires is sufficient to build 15 reinforced glass doors. Just saying.
Don't be afraid to use more of biomatter in recipes, even for lower tiers. I've got full warehouses of this stuff.
Also funny thing: i't's possible to craft kevlar helmet which doesn't use kevlar at all

I was also quite confused with SAR-Device and its power armor crafting: with so many power armor parts introduced I didn't know which is which. I wonder how to fix it.
Renaming "Smelt weapon..." for "Deconstruct weapon..." or "Disassemble weapon..." would be more intuitive.
I've posted it once, but I'll post it again: making mulch sucks. A lot. It's 1$ for 1 at the shop so I just buy whole thing every time I can from the shop.
Introducing circuitry while your modpack already adds electronics is weird and confusing. Probably you could replace it with advanced chips and add some miscallenous ingredients like rubber for droids.
Shallow moat was originally in the mod indestructible... Did you change it? As the first raiders do is destroy my moat. It should be a terrain imho.
Also turrets you imported from that mod were automated with hoppers by design. Now they have to be mannable... which kinda sucks but it's understandable. Their description still suggests they are automatic, though (precision laser/plasma turrets, I'm looking at you)
Also some turrets require additional materials to be placed, while others - don't.
Please move advanced hydroponics pod to misc category as others. Also hydroponics is quite unbalanced. Advanced one is now the best effot, price and comfort-wise.
There is dicrepancy between crafting weapons' names and their names as items. Also regarding crafting and armor making: I think that crafting skill should be reserved for stuff like making parts. Smithing should be for ammo, weapon making/disassembling and armor making, while tailoring should be for, well, tailoring and looming. Crafting for the rest.
Orbital trading post doesn't offer any benefit apart from being smaller (which isn't really a thing) over trading post and they both work the same. Moreover, orbital trading is much more expensive than tent, so choice is obvious.
That's all. I hope you read this
Also I have a request: could you change disassembling mechanoids recipe to grant more electronic chips and steel/plasteel parts, spare parts instead just steel and plasteel? Possibly the more of it the more experienced dissasembler is.
Do you plan to add more mechanoids mod and rimsenal (tuned by rimfire overhaul I guess) to the mod pack? Rimsenal adds great stuff, it just could be tweaked so everything regarding that fractions is much more rare so it will make its items more exclusive.