I like the idea of an adventure with a real-time component. It's something I've toyed with at various times, e.g. by restricting players' ability to discuss plans unless they want to call a meeting, in which case game time advances by the amount of time they spend talking. So I like the fact that you were willing to try to do that.
However, I feel like the module doesn't really know what it wants to be. Are we mining or are we doing a dungeon crawl? From the exterior of the pamphlet, I figured we'd be drilling on the asteroid surface and then eventually accidentally breaking through into the ziggurat and freeing an evil. But then with the inside spread it seems like we're just left outside the doors and we go in and... randomly start drilling ancient temple artifacts in the hopes that loot spills out?
It's very video gamey, and also feels like maybe there was some too-many-cooks happening with this four-person team.
As far as the mining mechanic goes, you spent an entire panel on it and I still don't feel confident I know how it's supposed to work. My best guess: you need four people to do it right, each with one of the four pieces of equipment. For each that's missing, you take 30 seconds longer and have some possible mishaps. You can drill... anywhere and anything? And then roll on the table unless the map tells you there's something specific in the thing you're drilling?
I'm not sure what the "two hands" bit is all about. Are the players supposed to be physically pretending to drill while doing this? Or is that just in game, to say that they can't do anything else except talk during those 2+ minutes?
I feel like there's also a lot of dungeon there to get through in just 2 hours before the Big Bad shows up and ruins everything. No group I've played with would speed through that many rooms in that time, especially with game-mandated drilling pauses.
I don't know. I want to like this because real-time drill-and-get-out feels fun. And there are some cool things here, like the deafening echo amphitheatre. But it's all kind of a mess and I can't see how to tie it together into an experience that would make sense to the players and lend itself to speed-running.