Apologies to the dead horses, but I thought this was both fun and illustrative. I also really can't speak enough of this mod and it's a true travesty - imho - it's not getting the attention it deserves. But, it must be what the mod author wants, so I guess I really can't complain. Still, a shame - I think a lot of people are probably missing out because of a rare sort (or maybe not) of selfishness on someone's part.
Anyways, it's illustrative because there is a certain parallel between DWM and Vita planets in SE, at least mid to mid-late game. You can't plague these planets, and you either have to make do with what you have locally, or try to find some tiny moon you can blitz in another solar system. You can also go through the tedious process of taking out all biter bases on a larger moon/planet in your own solar system and defend it against biter meteors. These are definitely options. Maybe I was unlucky and didn't get a small vita moon locally, but I wouldn't be surprised if the mod author made it like that. They clearly love to throw up challenges.
One option that doesn't really make sense, is pulling from an island and core mine. As a starter, it's OK, but the packing for fragments is poor (I think it was made worse in latest updates?), so it's a bit of a waste of cargo rocket parts and fuel when you want to amp up production.
Another interesting option though, is EM it to the max and keep your pollution cloud and factory (all it produces is vita stuff) to the absolute minimum so as not to disturb the local inhabitants. You don't let the map expand (SE let's you trim) and it's like you're not even there, also, coincidentally, vita planets do have lots of pollution absorbing greenery, so there's that. In theory, I think trimming might have a buggy side effect of ignoring your pollution cloud, though I haven't investigated that too much and personally that feels a bit like cheating even if it did work.
Ignoring the trimming hack if there is one, you'll want to use the highest possible EMs as you want to leave as many possible slots available to SM and PM. This is because you're going to want a very very high producing base, but at the same time, you'll want the factory footprint and clouds to be minimized. The reason why you want high producing, is because PMs depend on crazy amounts of vita, and PMs are very compelling in the long run.
The parallel to DWM I think makes a lot of sense. SE is like DWM as it requires fairly significant playtime and you're probably going to be in for the long haul (unless you're speedrunning, but again, DWM and SE seems like an odd choice for speed running) and eventually your modules will prove out. Vita planets are also always stocked with biters, though you can find lower threat planets/moons and clear them out as mentioned above.
It's true, I'll agree, in later game DWM PM modules don't mean that much for miners because of prod research bonuses, but also in later game PM modules are also relatively cheap, so why not re-use them?
As an aside, in the latest updates of SE, higher end modules (goes to level 9) appear to get a bit more expensive, which is painfully entertaining. It's almost like the end game now is just getting those max modules..
