First of all, good work! I really like these changes! And that means actually a lot, since i never liked the science before ever lol.
Ofc I still have some complaints anyways
1.) As thue already said I also was surprised the blue science crafting time wasn't adjusted to tier 2 science - i’d suggest like 16s? it should be the same for military and blue science anyways, and black science really misses some additional assemblers in its chain, so a slower crafting time seems fine for the final craft.
2.) Purple science is now very steel heavy, using 25 steel per 3. However i still like the recipe. Map gen may require every more iron boosted balance now - i don't know any solution to it tho, seems fine
3.) Purple science is MUCH easier than Yellow from a complexity view - Taking away the red engines which are the most complex part due to the addition spaghetti with the lube, now the difficult recipes of blue chip and bots are both is utility science. - I think this is fine tho, but it definitely fails to offer alternative routing imo.
4.) Removing Black science from the silo is an odd choice imo. it makes black science pretty much useless now and required in very few numbers only. Taking into account the science also got less costly, most people will barely ever need more than 1 assembler of each in its production chain. If you want to end the game, you should master the production of ALL the sciences IMO.
5.) I liked the Idea of the escape pod a lot and I found that a good solution to end the game. With it being abandoned, I cannot really understand the removal of the satellite from its prerequisites. If you are worried about people launching a rocket without a satellite, you can still show the cargo slot while building the rocket and warn the player with a massage when he tries to launch the rocket without any cargo first, if he really plans to do that and it won't win him the game. It reduced complexity where it is not needed IMO