yeya science packs now all have proper names, would have prefered logistics to be the one used for .... the logistics system, aka robot logistics, yellow science... and call the green science transportation.
pipes in green science is fine with me, you balanced out the other sciences that use less iron, so having this extra sink seems appropriate.
i totally agree with moving military to the third position in the set, i always set up military before blue because blue requires setting up oil and that takes a while. as for walls instead of turrets, i have no problem with this move, as i usually already have automated stone smelting done at this point.
i always rush advanced oil, usually making a simple oil starting setup to get some plastic and solid outing the other products, to hand craft the necessary blue science to complete it, long before i have any robots. switching blue science to use solid fuel will put an even higher strain on oil processing, also adding 3 advanced circuits means even more plastic. oil being one of the highest pollution generating and least rich product in the game, i hope that you balance this a bit better allowing even higher oil richnesses. the max setting on the richness meter at current is still too low for me imo. and once the pumps get drained it's speed modules and beacons all around to try and get the oil out. i would recommend dropping the advanced circuit count down to 2 to keep that item in line with previous and add something else if you feel the need to make it use more iron/copper, pipes here maybe?
also no one would use heavy oil to make solid fuel once cracking is available, use light oil, it's the best on crude oil, using only 10 light to make 1 solid instead of 20 heavy or gas. imo light oil icon should be shown on the tool tips instead of heavy oil.
the reason that blue science takes so long is because setting up oil takes a good long time.
rails to the oil site, because now spawns don't have any oil. pump jacks, storage tanks and pumps. then set up receiving oil at the base with more storage tanks and pumps. set up oil refineries, with planned locations for cracking and solid. running pipes for all the inputs and outputs of the refineries; and i usually run the water in preparation for advanced processing.
water on the heavy oil side. which so many times i have to try and remember which one does the water go in again? maybe you can just disable (leave without accepting any input) the input on basic oil processing that accepts water on advanced oil processing, so there is no guessing later, unused at this time basically.
don't know if i like the change to using rails in purple science. but it will produce an interesting logistics challenge, and now i'm gonna will need a ton of stone coming down the bus to feed into production science. also i never use productivity 1 modules, i don't use any modules at all until i have a decent solar or nuclear power setup complete, i will get them started making however, as i know i will need plenty of them, processors get modules first, followed by green then red circuits.
with the stone sink fully loaded now adding more stone to purple science and adding stone to military, importing stone for concrete and landfill will mean having a long train for stone and more depots necessary. never cared for setting up outposts for mining resources, and these changes means hopefully more interest in a mod that will help you set them up, i can think of a few i have tried, and none really did the job well.
low density structures in yellow science? interesting change there and now they are much more expensive on copper 20 vs 5... will have to see how it plays out. also i usually have personal robots long before i even start creating yellow or purple science, because at the point where i begin creating blue science, i stop and begin making personal construction robots so i don't have to place everything by hand any longer. this is also why i rush cracking, even though i will spend alot of gas on red circuits, i need the lube for making robots and gas for sulfuric to make batteries for robot frames. not bad changes here.
as for my usual creation, i build red and green, almost completely research red and green science before i finish my main bus. once i finish my main bus with my toolbelt, and belt maker, aka shopping mall, then i set up proper red, green and military science, and do the remainder of military, red and green science while setting up oil production, once a partial oil is setup and the blue science is started then i get advanced oil FIRST, then usually robot speed because by this point i usually have personal robots. i have personal robots very early, despite not being able to power them, i mine them by hand, it's alot faster than building the entire blueprint by hand most times. i then finish off setting up my steel smelting and the rest of my green circuits, red circuits, oil processing, batteries and processors. finally i build both purple and yellow science at the same time and get to the robot logistics system asap. finally after all that i begin adding additional outposts and start a major robot based factory while the belt based factory supplies very slow modules, science, and the components to make the roboted bases supplies until finally the belt based factory is out of materials and the new robot based factory is running at full speed.
lol on the rocket science but yeah it is still going to be called that because you have to get them from a rocket silo, and send the "parts" into the rocket to get the science out.
maybe someone will make a mod where you actually have to build the rocket/shuttle/satellite in a separate assembly plants. transport the shuttle to the launcher pad, and then wait for the satelite to do its job and fly back down to the earth and land before collecting the science it discovered instead of a silo doing everything. a little more interactive than current.
using his spreadsheet... and summing it on the costs of the science changes over all:
iron: uses less about 70% of 16
copper: also less 70% until you do space science then about 94% (the same)
coal is the same more or less.
stone: more than twice as much 217% ... previous was only 20 in production now 35 but gives 3 so about 7% more stone used. but military now uses 20 stone, so anything military related science will cost more stone in the form of bricks.
crude oil: more is used at 110% ... let us hope the optimizations of fluids helps, and i wish for better richnesses of crude as well!

although once you get prod 3 modules out it will be closer to the same. but that will come later, so get out those modules!
cant burn small poles/chests any more? wow! i still like the idea of recycling the old crap. i do use a recycling mod that takes apart the old crap and turns it into the product it previously was, although i have had friends that have cheesed this and used the reverse factory with productivity modules to produce free items, i have never used it like this, only used it to take apart junk and get useful items back, as for vanilla the items that are never used again like the burner miners/inserters, iron chests, they get sucked up into the logistics system after i get the logistics system running and forgotten about, just would be nice to be able to do something with these left over items. instead of recycling then, perhaps the previous generation would be required to make the next item? small pole is needed to make medium, and medium to make big. same with chests, wood box is needed to make iron, and iron to make steel chest. and again same with personal armors. this would then require vanilla to have some form of automated wood production, i would love to be able to plant trees in vanilla, it would certainly help with the pollution problem. on the final hand, you could simply remove the icons on the entities that show fuel. you can still burn wood poles and boxes and could even remove the listing of the fuel value, so unless you already know you can burn them, then until you place them in the burner manually where they can be burned for fuel, you would never know.
as for the change to win the game by launching a empty rocket. i suggest that the satellite still be available to send up regardless and be it that it was included or not, you can still "win" / "finish" the game without the satellite, but for me i will set the rocket to auto launch with satellite and set up some automation to get it to automatically launch under the conditions i want by inserting the satellite. i ignore the "victory" screen as i want to launch hundreds of rockets and maybe we can get a "victory" screen for launching xxx number of rockets, or maybe just an achievement, i might suggest a number greater than a hundred, maybe you want more than one achievement to launch 100, 500 and 1000?
anyway hope you keep on making improvements and look forward to giving it all a go!