TL;DR
Reduce the seven inserter types, to four: burner, normal, long-armed, stack.What ?
Definitely- Remove blues from the game.
- Remove purples and whites from the game.
- Add inserter-speed upgrade(s).
- Remove partial-stack bonuses from non-stack inserters.
Why ?
Yellow inserters are useful only briefly, before you get blue inserters. They cost about half as much as blue inserters, and about half as much power to run as blues, but that's a very small gain, compared to the huge quantities of resources and products, which those inserters will be moving over the course of their lifetime, or compared to the costs of the assemblers they're interacting with. Blues are only a tiny extra bit of resources, but give a huge boost to speed, or to the complexity and space requirements, if you try to use multiple yellows instead. Blues again get superceded by stack inserters for throughput, but the higher-again cost at least gives you pause for thought. Since they cost so much more, and require piping in some oil / plastic, yellows or blues become used, for filling low-power, low-throughput roles, in smaller factory sections, loading ore from belts into train-chests, etc. It's probably best to just get rid of blues; Then the low-power / early-game role of yellows stays clear, and greens also become more obvious.Filter inserters are another problem in the game; Both stack and single versions suffer here. Splitters can filter ingredients on belts, so there's no need for filter inserters to be used in any kind of belt-cleaning role. Inserters only pull what's specifically needed for assemblers / chem-plants / etc, so you're getting a free filter-like effect there, for use in double-sided belts or sushi-belt setups. Train-cars can be filtered for free (if the player knows about the feature), so there's no need for filter inserters there either. There's very few places that a filter-inserter would be useful, and those can easily be filled by the other filtering I just described. These inserters are clutter on the menu, tech-tree, and wasting precious dev-time any time they need to be updated, tested, balanced, art-asset-updated, etc. Nuke 'em, I say!
Burner inserters are useful in early-game coal-setups, and later on they can be used in no-electricity train-fueling setups, or for making your boiler system resilient to brownouts and blackouts. So they get to stay. Long-handed inserters fill an obvious role, so they get to stay too.
This will probably need need some re-balancing, to smooth out the transition from yellow to green. Since the blues are basically just a costly upgrade to yellows, some research could be added to fill the same role. Call it Inserter Speed (level 1 through X). I wouldn't make this separate speed-researches per inserter-type, since your factory's setup would get out of balance, if your researches got out of balance. Since burner inserters should get a speed boost from other fuels, they don't need this research. The stack-inserter speed bonus could be dropped if they started at max speed, like they are currently, in the game; Maybe in this scenario, the max-speed upgrade is a pre-requisite to greens. This also ties in with another problem I see, that the stack-bonus research is all coupled together into a single research. It makes it harder to balance (since now you need to keep it late-game for stack inserters, but also place random points along the upgrade path for non-stack inserters), but also doesn't make sense. Why do non-stack inserters get partial stacks? I feel like this would make more sense as a speed upgrade, like I just described.




