Trade fleets don't factor in here - not much, anyway. If none of them make it, it'll reduce the amount of shipping the simulation does, but it'll still roughly work.
First off, make sure none of your market sizes are above 6. 7 might also work, but just to be safe. I'm mentioning this b/c you mention the trade screen hanging, which could be related to this.
Heavy Machinery: ~700 (on a planet with double heavy autofac, mind)
That entirely depends on the total supply/demand for heavy machinery in your entire sim. For example, if there's lots of demand elsewhere, local demand might go unmet as prices elsewhere are good enough to warrant shipping it there. For example, if your sector is producing 10k heavy machinery but demands 20k, you can expect demand to be about half met on average, and the producer worlds won't necessarily have more demand met - it depends on their stability and some other things.
Also: if you want supplies and fuel to be shipped around, you need to add market conditions with demand for them, such as "orbital station" or "spaceport".
You also definitely want to make sure you're always adding a planet type condition, since that's responsible for most food generation.