I agree with these comments.
I think where it can be gamed mechanically is to never turn on the power. If the hallway has been shorn off, float over to 7 and cut the terminal out to bring back to a ship to be powered up. Players could circumnavigate your narrative conflict and collect the bounty, and they would be none the wiser that they could have had rat grenades (this was a fun touch).
I struggled with the labeling of a couple locations: general wing features had a (0A) label, exterior (0B), station airlock (AS), and lab airlock (AL). These are a bit confusing, but also don’t really seem that necessary since they aren’t referenced on the map. Could maybe just leave those off altogether.