Hm. As with a lot of these sorts of game, I found the thing where UI elements trade off against direct gamewinning resources to be kinda frustrating. I finally beat the last level, not by finding a reload loop I hadn't closed, but by unplugging the monitor and adding two more guns. By far the most tightly constrained resource was space, not power - which is good, because finding out what power constraints I'm under required a *lot* of space.
(It would also help to have the buttons and sockets tutorialized a bit more. Apparently I can just manually reload things if I need to? I think that's also key to how I won Level 12, because I had been under the impression that every weapon needed automatic reload, which effectively doubles its footprint if you want to do it right.)
Interesting game though.