I agree about the light green text. It's fine for the headers probably but I may need to change it for the malfunction descriptions. I was trying to stick to a limited palette: there are only five colors there, plus white. I could make that green a little darker but then the NPC boxes would also be darker because they're the same color. Maybe that's not a problem. I'll fiddle a bit and see if I can make it better without adding a sixth color.
Regarding spookiness, my hope is that that comes through in the game with rattling ducts and flickering lights and the sudden wail of a decompression alarm, worms writhing in the shadows as the vacuum of space begins to suck your breath away... it's the players who need to be freaked out, not the Warden, but I agree that it's nice when a module also conveys those vibes to help you get into the spirit. You're the second to mention that, so when I'm doing revisions, I'll see if there are places to inject more vibes without sacrificing too much clarity.