With the central part of the factory (mall and research), I end up circling around my starting place. I build new stuff to available empty space next door, however water, cliffs and rails limit where I actually build. Later, water and cliffs are no obstacles any more, but for some reason, I refuse to relocate rails.
I don't keep obsolete tech around. If I unlock their electronic equivalents, I deconstruct fueled buildings.
Sometimes, if I need that nice big space in the center, I place down 50 storage chests and deconstruct everything in that space, then put down a prepared blueprint and let the robots do the work. I spend more time in the sandbox to design blueprints than in the actual map. I don't copy factory blueprints from the web, I use only self designed ones, so this is quite time consuming (but more fun than to design blueprints in the actual map). However, I take inspiration from existing blueprints and some best practice small snippets like balancers are used, of course.
I don't build any factory by hand, I only use my blueprints. I even designed absolute starter blueprints and build these manually until I get construction robots.
Part of the fun is to see my carefully crafted perfect blueprints fail in the real map
I use a self designed growing mall that comes with 3 stages following the major research features: up to steel, up to red circuits, up to blue belts/robots (I think). Upgrading this mall during research is a constant process of construction, filtered deconstruction, re-applying of new unlocked recipes on the spot. The storage chests and all the belts for the source materials are what makes the mall as a whole immobile.
I see 4 ingame eras:
1. beginning. Manual crafting to get items for basic automation
2. coal powered smelting
3. electricity powered smelting (as soon as enough solar panels are available); economical module use for single machines where useful, no beacons.
4. build one rocket silo, one rocket, one satellite, then launch and finish.
or as alternative for 4.:
4. nuclear power
4.1. beaconize everything: smelting, production, oil mining and processing.
4.2. build bigger fully beaconized facilities for continuous rocket launches and infinite research
For every stage, I have different blueprints and tear down the previous stuff after new stuff has been built.