I'm not following your reasoning whatsoever. If junk is worth less in terms of its crafting potential, then the directly useable resources found in the world become
more valuable by comparison, no? What you choose to
make with the junk you've recycled is more critical since you'll have much smaller stacks to draw from, but the junk itself is... half as useful. Put another way, cutting down your resources in general makes the acquisition and intelligent use of those resources more impactful, no matter the type.
Let's examine the Neuromod question. I think the amount placed in the world is perfectly fine. You need 218 Neuromods to max out the Human skill trees, and 159 to max out the Alien skill trees (so 377 total). There's something like
200 Neuromods to be found by the most avid explorers, which is enough to max out just over half of the skills. I would estimate most players find no more than 150 as they make their way through the station. How about fabricated Neuromods? Let's look at the exotic material drops from enemies:
- Mimics drop 0.1 exotic (0.15 with Necropsy)
- Greater Mimics drop 0.2 exotic (0.3 with Necropsy)
- Phantoms drop 0.3 exotic (0.4 with Necropsy)
- Poltergeists drop 0.6 exotic (0.8 with Necropsy)
- Weavers drop 1.5 exotic (2.25 with Necropsy)
- Telepaths drop 1.5 exotic (2.25 with Necropsy)
- Technopaths drop 1.5 exotic (2.25 with Necropsy)
- Nightmares drop 3.0 exotic (4.5 with Necropsy)
These all get multiplied by 1.2x with Materials Expert. Ignoring the 1 organic, 2 mineral, and 2 synthetic cubes you need in fabrication, 1 Neuromod costs 30 Mimics, or 15 Greater Mimics, or 10 Phantoms, or 5 Poltergeists, or 2 Weavers/Telepaths/Technopaths, or 1 Nightmare. If you have both Materials Expert and Necropsy, you'll get around 1.8 Neuromods from the same number of enemies (you can extend it even further by using recycler grenades on Typhon corpses and raising Phantoms from human corpses using Phantom Genesis). You'd be surprised how quickly all this adds up; including respawned enemies on later visits, most areas probably have at least 5 Neuromods worth of exotic material on enemies, or 9 with Materials Expert + Necropsy. So we could be looking at anywhere from 60 to 100 Neuromods from fabrication alone (or much more with compulsive recycling and Phantom raising) based on exotic material gathered over the game's 12 or so areas. That's a pretty significant chunk of total character progression!
With fabricated Neuromods cut in half in the optional module, both exploration and character development decisions become more important. I left the total amount of Neuromods needed to upgrade Morgan more or less the same (I think it's actually 1 less), only rebalancing skill costs relative to one another. This maintains the same level of challenge in the base mod, and in the hardcore module decelerates character progression only in the mid to late stages of the game (the early game was already pretty hardcore, and didn't need to see the player even more starved of tools and abilities). This keeps the difficulty curve in check and hopefully maintains the player's interest in crafting and character development for longer, which in my vanilla playthroughs waned due to the overabundance of resources and my character growth outpacing the insufficient challenges in my path. It doesn't fix the gaps in level design, enemy roster, weapon arsenal etc. but it does stave off boredom in the later sections a bit longer.
I'd agree that some fabrication plan placements need rethinking, particular for trauma-clearing items which are awfully tough to find, but if anything this points to the problematic aspects of limited fabrication licenses in the first place. Global yield scaling manages to keep things in check nicely without much additional complexity.