Only thing I don't agree with is the long recipes for the hull and then having extremely short ones for even the most advanced of blocks. I would have liked to see the recipes get one step longer when you go to the next factory. But as I said, that's the only thing I could find, and it's not like it is impossible to change that. I hope the new modding API gets up and running soon so I can get started on modding everything! (not just the crafting recipes, but also all the prices, block values, etc.)
All the other things are brilliant, I mean, come on, who didn't want to nerf the overpowered salvaging of abandoned stations for money? And the new function of the refinery is just pure brilliance! I just love the way we now only get 5 capsules, but 10 (!) alloyed metal mesh or crystal circuits when we refine ores and crystals!
Important to
@Calbiri (please forgive me if you are already aware of this):
Please note that the problem the salvage beams are having isn't just limited to the salvage beams.
Anything that can have a slave effect that doesn't do damage has that problem. I noticed this while I was editing the blockbehaviour config a while back to change the OP effects. The effects appear to have been pasted there, meaning that all the normal nerfs that come with everything, the nerfs of course being the decreased damage, no longer apply to those beams, as they don't do damage.
Most of the other effects also don't acknowledge this problem. The pulse for instance is useless, and the damage beam doesn't get used because the increase in range doesn't outweigh the way better effect of the cannons.
If you are looking for some ideas/examples, you could have a look at these threads I made (a while back):
http://starmadedock.net/threads/an-imo-balanced-config-for-beam-effects.2794/ (this one has my reworked config, best example I have)
http://starmadedock.net/threads/please-rework-slave-effects-for-the-non-damage-beams.3515/ (the thread by suggestions where I say all this again, but more in-depth).