TL;DR
Red and green wires are small and hard to see and often blend in with combinator art.What ?
It's pretty hard to tell what's going on in a large combinator setup because red and green wires start blending with the combinator art and sometimes overlap.In the screenshot:
1) Combinators C and F have additional (visual-only) green wires as part of the artwork that appear to connect to the "real" wires. For example, see the green wire from the output of C to the input of D - it passes by an "artwork" green wire which makes it appear to connect to the input of C.
2) The two fast inserters are connected with both red and green wires, not that you would know it by looking.
3) The green wire from the coal chest to the input of E passes by the output of C - does it connect? It's visually a bit ambiguous.
4) An overall size increase on the wires might be helpful too (or a toggle option that thickens all wires so you can turn it off when not working on circuits)
Suggested changes:
1) Remove all the (visual-only) red and green wires from the combinator artworks. Make sure combinators have no visible red or green to conflict with (real) wires. (This would be more work programming-wise, but perhaps the amount of "droop" in a wire could be automatically adjusted to prevent it from passing over the connection point of another entity?)
2) Make sure there is a really distinct art change when a connection is made compared to when a wire just passes over a combinator without connecting.
3) To make sure red and green wires don't cover each other up, change it so e.g. red wires always connect in the lower left corner of a tile, and green always connect in the upper right corner.