THEORY BEHIND CHANGES
It is my belief that planets with more population should have less resources, and planets with more resources should support less population...
Population and average number of extractors have been selected as such to exhibit this effect...
Terran -- 200 Pop vs. 2.5 extractors
Desert -- 120 Pop vs. 3 extractors
Ice/Volcanic -- 60 Pop vs. 3.5 extractors
An explanation for why logistic slots have been changed can be found in this discussion....
Refineries produce .05 metal/crystal per extractor...using 4.5 as the conversion ratio, that is equivalent to .225 credits per extractor...
A trade port has a base income of 1 credit/s...with a trade length of 10 nodes (and a 5% bonus per node), that comes out to 1.5 credits/s...simple division shows that a mere 7 nearby extractors are needed to make a refinery more profitable than a trade port even with a very long trade length...
Since it is easy to average far above 7 extractors, refineries would be easily OP if it weren't for the very hard limit that each asteroid can only support 3 refineries...since trade ports have no limitations at all, it is only fair that the more limiting facility be more powerful...
A few test games with this mod have shown average incomes of 5/1/1 (credit/metal/crystal)...this means that on average a player will generate about 2.5x more credits than resources....
Planet upgrades have a ratio of 2x more credits (so resource heavy) while structures have a ratio of 4x (so credit heavy)...
Changes related to planet health (both regen rate, max, and initial value) make rush expansion harder to pull off (future changes to scouts will make rush expansion even more difficult)...it also makes health upgrades much more important (planets only start with 500 health)...this currently is a questionable change, but in general rushing will be made more difficult in later versions so I don't believe this will be a problem...