A contender for Best in Show from the dozen or so I've seen so far. I think you'd want to work with an artist and/or designer to make the presentation a little more professional if you plan for a commercial release, but the content is probably the best I've seen so far and the layout is easy to use, which is the most important thing.
As far as living planet setups go, I absolutely love the damned-if-you-do, damned-if-you-don't approach you went with here, where you're either becoming part of the planet or being attacked as a foreign invader. That, along with the "multiple ticking clocks," as you put it, gives it a really nice sandbox feel. Maybe not the most approachable module for a novice group, but with self-directed players and a veteran Warden, I think this one's going to be a blast, and it's the one I'll be most excited to run with my group maybe once they have a little more experience with the game.
I like the colors and the offset double-outline for the text boxes. I think they need a little more interior margin, especially the one on the cover, where the text is smushed up at the top. It also bothers me that the rounded corners are all a little different in their curvature and the green one on the front cover is particularly "pointy." I'd just make them all perfect quarter-circles. Stuff like that and a logo that looks less like "I typed some words and played with Photoshop layer effects" would be the kind of polish that you'd want to focus on for a commercial product, but it's absolutely not a big problem for a jam entry.
Mechanically, I love the mix-and-match monsters.
The only substantial content complaint I have is that I'd expect a point crawl to have a node-and-connection structure not just a fixed series of encounters. I really don't care for linear scenarios as a player, especially in an otherwise sandboxy world. There's nothing in the story that makes it seem like the players have a powerful reason to pick one direction and head straight away from their base camp for 21 hours without side treks, so I would feel I was being railroaded for no reason as a player if my choices were only ever "forward or back."
There are a number of ways to make sure the players get to the places you want them to get to, while still giving them meaningful choices and a sense of exploring an open world, but I've already written quite a bit here. Let me know if you want more detailed suggestions, but one way or another the main change I'd suggest to the content is to de-linearize the environment.