So the demo ends at the first terminal, and I thought my preparation might've been overkill, anyways.
Minor complaints:
The metal scavenger's bar is always full.

I'd like if the disposible biocell's bars only looked empty once the cell itself was empty. This can be confusing to look at and also means I needed to double check disposable biocells before destroying them.

If I don't have empty space for biomass and I get some in a scavenge action, all of the collectors try activating.
Lastly, the status panel says a level 1 sensor increases range by 200 meters, but the sensor itself says 20 meters.
Four mechanically neutral QOL suggestions:
1. The ability to set certain items to either need a confirmation window before destroying them or just not allow destroying until that setting is off. I've accidentally destroyed a biomass generator while quickly changing disposable biocells and just reloaded the last save. (Auto destroying empty disposable biocells feels more like an augment idea to me.)
2. A pause button so I can get some water without worrying about running out of biomass/power. This is actually more prevalent in early game than late game. My current solution was simply switching tabs since the game wouldn't run in the background.
3. Letting the player transfer from scrap box to scrap box or carcass container to carcass container. (Maybe even for material boxes of the same component instead of doing it one at a time.)
4. Upgrades taking from boxes take from the box of components that has the least components first, so if I have a box of 20 magnets and another with 7, an 8 magnet upgrade always leaves me with one box of 19 magnets and an empty box.
It's a good game though.