Art: Probably the weak point. I think the geometric abstraction works pretty well, but the overall impression across two sides of the page is kind of homogenous. At the opposite extreme, the accent colors are very loud and kind of haphazardly chosen.
Writing: Clear and efficient but maybe not particularly evocative. It does what it needs to do but doesn't really set any particular mood or dangle many ideas that tempt the Warden to take the ball and run with it.
Game Design: A solidly structured adventure that will play out in two clear phases thanks to the gimmick that turning the power back on will also wake the monsters. Possible worry: if players in vac-suits come in through the break room, they will end up evacuating all the air from the station, at which point there's nothing to heat and thus no finale.
Theme: Gold! I enjoyed googling all the thematic names to understand your references.
Layout: Structurally very sound. The map is a little confusing in that some of the non-room entries have letter codes that aren't actually shown anywhere on the map. I do like the comet path being indicated.
Utility: Seems like it would be straightforward to run.
Favorability: While "station where everyone is dead/turned into monsters" is kind of overdone in Mothership, the alchemy/Midas theme is original. However, my favorite detail in the entire thing is the suggestion that someone might use contagious golden rats as grenades. That alone will make it memorable for me.