more "everything you get immediately when you start green science"
You get nothing immediately. If you want "it" (whatever "it" is) you have to:
1. research it
2. have/get adequate resources for it
3. produce it
Your real beef appears to be that you don't like having a "too many steps" production chain (oil -> petro -> plastic -> red circuits -> efficiency modules).
So, to me, red circuits (and batteries pre 0.15) always "feel" like blue science, even though they are gained from and used in many other green science recipes.
So, your feelings, which are factually incorrect, are the basis for your argument.
This is because once you have red circuits built you essentially have blue science anyway.
Once you have green science, you essentially have T1 efficiency modules anyway.
What? That logic only applies when you say it?
(Oh, that's right. You're that person who likes to make
self-contradicting arguments.)
hand crafting some green science packs (as I have done many times before
Hmmm... You know automation only requires red science, right? I suppose automation "feels like" green science to you.
If you are worried about pollution you would never destroy any oil. So that really is a no-brainer.
Except I'm always worried about pollution, yet
here's me in my current 0.14.22 playthrough making solid fuel and burning it up in the boilers. (It's a low-coal map and I was concerned about there being enough coal for plastic later on.) If you're talking about the "choice" between converting it to solid fuel and manually discarding it by mining and replacing a tank, I never presented that as a meaningful choice - just noted the possibility of such destruction as I've seen people actually do that to get things working again. (Oh, and look at that map I linked, a reasonable stack of red circuit assemblers, T1 efficiency modules everywhere, and no blue science anywhere, no filter inserter production, no battery production, no acid production, no sulfur production, no steel production to speak of (just a couple of furnaces mainly for more electric furnace production - certainly not enough steel left-over to support a standard 12-stack of blue science), no inserters for blue-science on my labs... Doesn't "feel" like blue science at all.)
As for efficiency modules vs advanced oil processing, go efficiency modules if you are being attacked too much. So I would also class that as a no-brainer as well.
Except in 0.14.x it wasn't always a no-brainer, especially on harder settings. The reason for that is because there would often be inadequate easy-access oil, meaning you have to expand to get more oil. And the only early-ish tech that is good against hordes of biters and their bases/worms is lasers. With limited oil (and especially with no advanced oil processing) your choice can be lasers OR efficiency modules, not both - not if you want enough lasers to safely get the job done. (In theory you can have both if you wait long enough as oil is infinite -- but the biters may eat you before infinity arrives. If going for lasers before efficiency modules, it may of course make sense to get advanced oil processing around the same time as you're going to need battery production anyways, and if you're tight on starting oil and need more lasers to expand having cracking to produce more petro can be worth fending off biters from a base a bit longer. Once more oil is secured, efficiency modules are then of course high on the todo list.)
But to me that is really a "minor" build order issue anyway.
A choice which can decide whether or not your base survives is not "minor".
If it's a seasoned player, then they should be able to figure this out for themselves
What are you talking about? The question is about the game making meaningful choices available. No matter how "seasoned" a player is, they can't "figure out" how to make a meaningful choice that the game doesn't present.
if it's a new player then they probably won't see modules until after blue science.
That's the new player's choice. The tech screen lays out exactly what they need for whatever tech they want.
Try looking at it from the point of a new player.
Sorry, but you're the one that needs to try harder in that area. A new player is in a world of wonder - everything is new. Every time they research they have something new they can make (or get an upgrade). The 1st time playing the game (at least early to mid game) has never been a problem for Factorio (at least since I've been at it, which was 0.11.x). The problem really starts with the 2nd playthrough where too much is the same as the 1st playthrough.
Once they get their green science build done they have to do/figure out oil. This is a long and arduous process mainly because they don't "see" anything out of it until blue science
What? Do you even read the forums? The #1 problem new players have with oil is that it's "screwed up", as I described earlier. (And just to be clear devs, I'm not asking for it to be "fixed"!) They don't know what to do with light/heavy oil, or worse yet, they don't know they should be doing anything with them and can't figure out why their petroleum gas stopped almost as soon as it started (or worse still, haven't even managed to debug their problem back to oil yet).
Knowing what you can or can't get with a given level of science is trivial, especially since the Factorio devs have added the little "tech bottles" to every single tech in the tech screen. And the tech tree shows you exactly what you need to research to get whatever you want with any tech. Even a newbie can peruse all the techs with just red+green and see immediately everything they might get with the science they've got. They can then choose a direction and research/build towards it.
This issue is mainly caused because there is no meaningful mechanics deployed in green science (for a new player).
You're talking gibberish again. (You're assigning some meaning to the phrase "no meaningful mechanics deployed in green science" that only exists in your head and no one else's - i.e. failing to communicate clearly.) All kinds of good stuff is enabled by green science. You just want to make efficiency modules easier. That doesn't even make green science seem any more or less valuable, so wouldn't even really achieve the effect you seem to be going for -- it just makes producing T1 modules easier.
instant gratification
Maybe you should go work for
Bioware.
Skinner box != meaningful choice generator. It's essentially the opposite. It's shallow, not meaningful.
And "pick a goal -> work for selected goal -> reach selected goal" is the core of Factorio, not instant gratification. And you argue that green science needs some kind of instant-reward
added, which would seem to indicate that you don't understand that for many players seeing their green science build
working is part of the reward - it's a successful step along the way to whatever greater goal they're working on. And especially for newer players, they're not building green science "just because" - rather they're going to have a specific reason, some upgrade or item they really want that's the main reason they're building green science in the first place. They don't need some stupid "mouse treat" popping out just because they've made progress towards that goal - the progress is the reward.
Logistics network (because you hand craft the required purple science)
I've never hand-crafted production science in my life. True story.
(Yes, I've got an 0.15.x game with both production science and high-tech science.)
It must be noted that I have intentionally left out most stuff that needs an oil product from green science.
Yes, you've left out a lot of the good green science stuff (T1 modules, construction robots, accumulators, logistics robots+slots -- though personally I tend to not use that last one)... because it's all counter to your argument.
And you've also left out some pretty key green stuff that doesn't even require oil (solar panels, military stuff {piercing ammo, grenades, bullet + gun turret upgrades}, steel furnaces, landfill), presumably for the same reason.
Even more "mysteriously", you've left out big/medium electric poles which can be pretty important if you find yourself in the middle of a desert (very little wood for electric poles - possibly having to fight biters just to get scraps of wood!), but somehow substations (which are never critical in any vanilla game) were important enough to put in your blue science list.
Your lists are a textbook case of "biased".