As requested, then - not going to go easy on the feedback. ^.^'
The scaling definitely needs some work. The cameras? Fantastic return on investment, especially after leveling them a bit. The boxes? About a three in four chance of breaking even, until Luck is leveled up sufficiently. The robot arms? Financial masochism for people who have a burning hatred for money. One bad roll on the damaged cells can utterly wipe us out - maybe a cap on how many damaged cells can show up in a single arm?
The sound toggle doesn't work at all - no change in volume, no reduction in noise. The sounds themselves aren't bad, but could stand to be toned down just a little (hence wanting that sound toggle).
The actual cutting minigame is a novel concept, but utterly pointless once you have the crusher conveyor belt going - the crusher is easier, faster, and seemingly makes no difference in the ROI. Having reduced rewards for the crusher, as opposed to carefully cutting open the component for the goodies inside, might balance that out.
I can't tell what upgrading the multitool even does, and following the cutting lines is a little redundant when you can just go around the entire outside in a big box to open all the panels at once. Being able to draw straight lines with it, or modifying how the cutting is applied, might be the ticket here.
All in all, there's the bones of a fantastically unique idle game going on here - just needs some meat on said bones. Tutorial popups, displayed numbers, refinement of the active gameplay, the usual quality-of-life stuff that elevates an idle game from a time-waster to a properly engaging game. Keep at it - I'm curious to see how this grows. <3