Aquaculture should cost as much as Farming. The increase need for machinery already explains that it's more difficult than Farming. So, please don't bully it. I know it doesn't matter in the end. But it's just kind of a thing that matters a tiny bit in average gameplay.
Tech-Mining shouldn't have an upkeep. And should instead generate an income instead. The gain from passive income isn't much. Note that the base colony building generates an income. A population 4 will generate 20k income through population and infrastructure building alone. Tech Mining should generate half of that to encourage keeping it around even after the ruins have been fully exploited. This can be explained via tourism and science grants. Whatever.
Swap Light Industry and Refining cost. I have explained this multiple times. But the amount of money Refining creates is high enough to pay off Light Industry's large upkeep. Whereas the tiny amount of money Light Industry generates with no Free Port gains is high enough to pay off the Refining's tiny upkeep cost. Lore-wise this also does not make any sense. An industry that is explained as not changing much since the technological growth of humanity is apparently significantly more expensive to upkeep than an industry responsible for the manufacturing of materials necessary for the construction of the most advanced technology in the sector like Paragon or Hyperion. This is the equivalent of a poor country in Europe choosing to establish a High Tech car manufacturing business instead of building a house in which an old woman would make vases. This is just nonsensical.
Population and Infrastructure should not have an upkeep. This whilst interesting lore-wise. Doesn't really help colonies built on planets that are extremely hazardous. Causing low hazard priority to be even more domineering. It'd be nice if Population and Infrastructure only produced money instead of costing it. And then stuff like Spaceport and Industries would be the sole reason why things wouldn't work out in the end. Especially considering we can't scrap or sell colonies past certain level.
Experimental: Allow us to sell colonies to major factions. Let us sell colonies we are no longer interested in to for example Tri-Tachyon or Hegemony. Creating markets we can visit at any time. Leaving items and functional industries will greatly increase the value of a colony. Instead of for example selling items directly to a colony and then watching them be wasted on a market. We can leave it on a colony and then sell a colony at 10-20 times value.
Experimental: Increase upkeep of colonies to 1 from 0.5 as it is in config to actually make colony gameplay challenging