Looks good! That's a more detailed list than the broad strokes I was thinking about, but overall it's got what I was getting at. A couple of clarifications:
3a: The 'click the hover icon' mechanic works fine for explaining the more advanced buildings, but I think that the more fundamental ones should be more actively explained (instead of leaving it up to the player to see if they click the icon to learn about the building, or not). I think an explanation in a tip or the quest screen would be better.
4: I don't think you need to go over every need at once here. You could say something like "Your citizens will need energy, food, etc. These can be fulfilled by different buildings." After this, you launch the tip explaining missions, and that leads the player to go through the first four missions.
5: I'd actually remove all the blueprints and then fire off the blueprints tip (and enable the blueprints button) once the player finds their first one.
Kinda as a corollary to point 5, I felt like there was too much "stuff" in general at the beginning of the game. Things like the red rocks (and other rare resources), blueprints, and disabled buildings (no blueprint yet) could probably be hidden from the player entirely. Even if the player can't do anything with them yet, these currently-unusable things divert the player's attention away from learning the base systems. You could keep the tutorial more focused by removing non-essential options until the tutorial is over. (I'd also make the tutorial optional, so that you and other experienced players don't have to go through it every time.)
I remember playing a game that was a similar style some time ago called Kingdom: New Lands. I honestly don't remember if they even had a tutorial, but it could be useful to look at that game and see how it tries to teach you its systems.
I'll give the game another play later this week and let you know if I have more feedback.
Cheers,
Josh