The issue with balance is more along the lines of "ok, player just reached a new facility, and I want to give them X upgrade. I/my testers now need to check to see if getting that first instead of last trivialises the rest of the game." Or, to give a more recent example, I wanted to add an upgrade which fit with the story, and once you unlocked it, you could get it from the start of each loop. But I couldn't because I didn't know what effect it'd have on anything, and didn't have time to test.
This tool is specifically so that I can have fun, adding what I want when I want without having to stress about what it's doing to the game because I'll already know.
I really appreciate your message though, and don't worry - doing a different type of calculations for a while will be a nice break from hitting my head against bugs which don't want to be found :D