Why light industry? It seems to be one of the least profitable industries as far as I can tell, or does it interact with drugs/organs in a way that I'm not accounting for? I usually have one world with light industry and that is usually less profitable than other comparable worlds in my experience. Fuel production with a synchrotron seems the best choice for a no-resource world, but refining is a close second IMO.
After Military Base, what else?
Also, if I did not use cores (I did not due to not knowing about Pather bug at the time), I want to avoid Pather cells, and do not want interest to exceed 6. Yes, I am aware Pathers are bugged, and alpha cores are basically risk-free.
Until after player reaches endgame and wins the game, worlds have effectively three slot limit for industries at size 5 or 6. Getting to size 7, let alone 8+, takes a long time. By the time my first colony grows to size 7, I have gathered all of the blueprints I need and can assemble an Ordos hunter fleet to kill just about anything.
Habitable worlds with under 100% hazard get Farmland, Military Base, and either Heavy Industry with nanoforge or Fuel Production with synchrotron. Fourth industry will likely be Light Industry (no Pather interest). I do not want Commerce or Tech Mining, and other industries will put Pather cells on the planet.
If I am lucky and get a 150% or under high-gravity Habitable with ultra-rich ores and the like, industries will be Military Base, Mining, Refining, and probably another Heavy Industry (no nanoforge).
Basically, Light Industry is a filler industry that can produce goods to keep local population happy and generates no Pather interest. Having local light industry even if I do not need it (but have nothing better to fill slot on a planet) means I do not need to import as much vendor trash to deposit into Colony Resources to counter a shortage. As long as I do not lose income, I do not care if the Light Industry or other industry is not as profitable.
I generally put my item-boosted Heavy Industry or Fuel Production on a 100% or less habitable world with some farmland. I suspect the "no resource" worlds probably have at least 100%, probably more.