Exponential requirements are hilariously easy to get past. Just build a logic fired board.
Very true, just looked at the docked reactors.
So what I want to try to enable is this:
http://starmadedock.net/threads/the-nomadic-revolution-motherships-capital-ships-as-homes.21511/
Its conceivable in a particular playstyle (and even others), that you may have an intergalactic ship that needs to be fixed on a long journey, and will not be able to just build a shipyard the size of the ship on your journey everytime you need a repair. I think it will be useful to have a way to replace blocks based on a design without the ship yard. I would not have the progress be based off the size of the blocks. I definitely think a shipyard is the best/easiest way to fix missing blocks, but there would be some benefit to having some other way to do it based on a blueprint that was mobile.
There a couple ways to balance it as well. Here is a couple ideas I think would work well together.
1) An entity is only allowed to receive an astrotech effect from one source. In essence no stacking.
2) Logrithmic power requirements, scrap, and blocks are needed to fix ship.
3) Build Rate is capped below the ship yard in standard configs, this can be adapted in the configs.
Additional Ideas
1) Astrotech fills the HP, and Armor before it replaces blocks unlike a shipyard.
2) Do none of this, I like my game the way it is :D
3) Remove astrotech completely as its job is duplicated by the shipyard in essence
4) Allow astrotech computers to be slaved to a shipyard for increase block building speed!
5) Require ship to be shutdown or in reboot to replace blocks (I like this one! Gotta be helpless to repair.)
I'm sure there are many more, but the TLDR is:
We should have some other way to replace blocks when you have a design associated with ship. You could be far from home and should at least have some way to repair, but it should cost, and it should take time so its not always an option.