https://starsector.fandom.com/wiki/Industry?so=search
Thank you! My google-fu really failed me there.

Kos135 & BCS, I’m conflicted re colonies. Pro’s and con’s:
They can be convenient as a place for free storage. Yet the abandoned stations are just as good for that.
They are good to build a fleet. Yet the black market weapons/ship makers will do, at double cost. Also, how many ships does a player really need to have built only to store away?
Credits. Le sigh. I’ve figured how to make colonies uninteresting to Pathers…so only Pirates and punitive expeditions are an issue. (I’m looking at TriTach: they sent an expedition over food to a L4 planet that only makes 10k food - when they make 100m food. That’s more than a little crazy IMO…the planet wasn’t *that* much of a threat to them.)
Back to credits: uninteresting planets don’t make much money. As in, an utter waste of time because it’s so pathetically small - a player can literally make more from bounties. Or as Kos135 states: get a commission.
It’s possible to make good amounts of money - over 500kcr a month. The price is that every year or so the players have to squash the Pather Sleeper Cell suppliers. Profit, if someone puts a bounty on them.
Also more attention from the factions the player is now competing with.
AI cores: dialing all of the above up to eleven, plus the Hegemony becoming essentially rabid as well. Hardcore, I may try a different path. Since I’ve noticed that selling a special item on the open market will incorporate the item into the planet infrastructure, it would be amusing to see if the Pathers start putting sleeper cells on their own planets. (Karma at work! It will be interesting to see if that also causes a bigger number of credits in the market too…)
Costs: thanks to BaBosa that’s what I've now been provided.

I shall do simple spreadsheets with simple costs - the Hazard Pay and Accessibility functions are a touch more moving target and situational with Pirate raids and Pather cells. Simple should do for rough indicators.
Here’s a few pro’s that I consider interesting:
* drawing from your own planet stockpile is a fixed price, no chasing market variations
* own planet stockpiles (at L5-6) are more substantial than open market (10+k of fuel and supplies)
These two in particular are powerful in conjunction and can evolve interesting strategies:
* gate travel is half hyperspace travel fuel costs
* gate travel is instantaneous (so no supplies costs at all)
So having a gate in your multi-colony system is wonderful. Nipping over to the Syndrians to buy up all their fuel is a breeze. Not requiring tons of supplies for long travel is very nice too, given the cost is 4x that of fuel.
Drawing down on planetary stockpiles is what I consider a major benefit.
Time to park it for the night. I’ll work on number-crunching tomorrow. Many thanks!