Overall it's a bit heavy on "gotchas" where unavoidable events or traps spring without much in the way to warn players. They should have warnings, ways to avoid them, clues about theme elsewhere, or weaknesses to exploit in order to escape their effects. A specific example would be for the alien countdown to be readable with the right skills.
There's a lot of interesting ideas, but the trick will be to tie them into an interesting adventure. There's a lot of space dedicated to the vault puzzle, but the solution isn't particularly compelling, and the temporal processor thing felt kinda unnecessary. I think you need to get down to the core questions. What's the Curator up to in the big scheme of things? Why should the crew care? What's the survive/solve/save?