TL;DR
The core problem here is that you are penalized mechanically for not always researching something that requires Gleban science. (Fulgora only science for example).The only real solutions are to either manually shut off production and logistics back and forth from Gleba; put all of your science on Gleba (and miss out on the upgraded labs) or just keep it going and suddenly have a boatload of spoilage piling up. None of these feel great.
There should be a better way.
What?
A solution for this problem needs to adhere to the core design tenants of the problem making the science spoilable in the first place intends to create. Mainly:* You want to maximize the speed at which the science is delivered for it to retain its freshness.
* You want the science pack to have its freshness based on its ingredients.
* The spoilage mechanic and management of it need to be preserved.
Gleba is all about maximizing throughput instead of output, so the solution would also need to maintain this design philosophy as much as possible.
To that end, I came up with the following idea:
Make it so that Gleban science is consumed by all other sciences in the game regardless of it it is required or not.
Consuming Gleban science packs should impart a small productivity bonus (Increase speed of the science without increasing the rate the science is consumed) based on the freshness of the pack regardless of what type of science it is being used for to make up for the fact that it will always be consumed.
Why?
It resolves the issue entirely while still retaining every aspect of the core challenge and even increases the incentive to go after Gleba first in your planet jumping journey (because it will make all other sciences most efficient).It also further increases the incentives to get the freshest and fastest Science packs you can to your labs because the fresher the pack, the bigger the boost. So trying to get an extra 10% speed would always be worth the effort.