Suggestions and thoughts from a new player

Considering the above post about buildings in Manufacturing, I wasn’t the only one a bit concerned by Counterpoint potentially adding more buildings and, by the sounds of it, separating Software off from Electronics as an expertise. While there isn’t enough detail yet, I do hope that if Software separates from Electronics (and presumably stays mid-high tier), Electronics takes some of the electronics manufacturing off of Manufacturing. (If Software gets a Technician level building to flesh out the Expertise, you really should call it Tech Support!)

I get that the BMP is bloated and could logically be split into a T1 clothing workshop (got to be called a Sweat Shop!) and a ‘basic materials plant’ doing just that-materials, but if there are to be more buildings I hope their footprint is smaller. There are some production recipes that, IRL, could easily be switched: a PE plant couldn’t switch to I or MCG so easily, but an OVE workshop could switch to making PWO in a matter of hours - so buildings with a wealth of possible recipes aren’t inherently a bad thing.

My question for the devs would be this: is it intended that a base set up purely for one Expertise can fit at least 1 of each building in that Expertise on it, or more? Is it intended that such bases would have suitable quantities of outputs from one building to feed the next, or would they need say 5 of one building to support 1 of another?

https://com.prosperousuniverse.com/t/finding-the-right-balance-development-log-255/