Checking the github, I have to agree on what's said about making upgrades be by credits instead of material, or at least just a toggle between both. Between the menus that you have to go through even just to check material, the inability to see the materials needed to upgrade to a certain level, no markets to my knowledge that sell every material thus having to ferry around, and the materials being the "low but bulky" making hoarding them on exploration prohibitive for the limited cargo space, it turns it into discouraging busywork fast unless you have tons of credits, fill up your cargo with a material, and then go to the market with the most available materials to get everything in bulk and spam upgrade.
Or at least making each upgrade cost one set of material rather than a combination, like durability only metal, weapons only armaments, technology only volatiles, etc. I've gotten surprised enough times about an upgrade suddenly needing an additional material I don't have after buying other materials in bulk past my cargo limit and having to sell them due to the market not having them.
Other than that, it's a pretty great mod I've enjoyed so far other than the armor bug already mentioned, and the upgrades not carrying over in simulations.