hello
i love this mod and can barely live without it so i'll try to atleast contribute a little by giving you some ideas
1 biomass farms on stations to produce organics
2 "aqua quarters" to have the option to use aquaculture (but most importantly seed it with Volturnian Lobster)
3 manufacturing specialization for stations to increase its productivity of heavy and light industry but limits it's flexibility heavily (flexibility i mean restricting some structures and industries)
and of course for balance reasons these would be incredibly expensive
if these sound good hurray i contributed something partly useful, if not you can spit on me for being dumb
Hydroponics already exists in this mod as a non-default industry, and I think it detracts from the gameplay experience, so I don't think making functionally similar industries would be a good idea.
Stations already have some level of specialization - they can slot the special items that require the "No Atmosphere" condition to boost production. Plus, I think Industrial Evolution already has "edicts," and I don't want to infringe on that idea.
The same goes for jungle worlds I suppose.
To a lesser extent, maybe.
In my mind, the rich biospheres of jungle worlds hold great potential for foraging and hunting, so maybe if you made Wildlife Exploitation also produce food in addition to the animal trade/tourism income, they could be more like sidegrades to terran worlds, not just terraforming targets.
With the massive bonuses to Farming in 0.95a (+2 food from stellar reflectors, +2 food from Soil Nanites), I think it will be a no-brainer to build Farming on any habitable world with farmland. The Wildlife Exploitation producing food would be useless since two industries producing the same commodity don't increase colony income (as far as I know), and I don't want Wildlife Exploitation to just be a straight upgrade to Farming by benefitting from those bonuses too.