So, there are a few oddities and bugs that I noticed. If you're got the bugs already, good, but I feel better getting them noted where you can see (sorry about stream of consciousness, was making notes as I read and analysed):
-Minerals vs cost; the final cost for specialised units is correctly calculated, but the minerals cost isn't. (cost .31 vs vendarite .2 for the Catachan Jungle Fighters)
-No indication of number of slots for a given type; I'm left slightly confused where the barrier for the secondary slots is. It'll be better in game, when I can just switch but it'll add more overhead for learning what to research if it's not easily available information.
-Lots of acronyms, no visible translations; What is max SF? AR I eventually got, but that's weird as well with Base and Racial - Might be better to just show Racial as that's what's used in the final unit.
-Surface to Orbit weapon ranges limited by Beam Fire Control Range, but FC Range is not listed on page while Speed is.
-Rifts world type but no specialisation?
-StO guns seem oddly small, base weapon+reactor+FC size with no turret? I can't say for certain as I can't see what techs you have, but they seem a bit small compared to what I remember my turrets coming to.
Other notes and things that feel weird to me:
-Construction equipment is vehicle; I'm not certain how you're doing this, but personally I feel that construction is done by infantry with vehicular support. While this could be just for building that vehicular support, it just feels weird to me that the construction equipment is not a large module for infantry.
-Infantry can't carry AP >20, but Heavy infantry can be AR 30; I don't think everything should automatically be able to pen itself, but it's odd that infantry units can become heavily armored enough to be un-pennable by infantry grade weapons. And this includes the anti-tank stuff they can carry. At current RL tech, this is hugely skewed in the other direction where infantry would be able to carry stuff with ~AP40, while having maybe AR10.
-NO ability to increase health at cost of output; Bulkhead equivalents. Kinda like the armored Magazines for missiles.
-StO cannot be placed on Mobile; It's odd that the superheavy stuff can't carry even the small examples of this.
The size ratios seem off to me. Looking at the table in the screenshots, a technical (light vehicle with a light crew-operated AP weapon and no armor to speak of) is size 30, while the two guys with RPGs riding along in the bed (infantry, no armor, light AT weapons) are a total size of 32. Clearly this can't be right.
I think you might be underestimating how much is abstracted away.
technical - vehicle, light AP weapon, min armour: 18+12+2//32
RPG 'guy' - infantry, light Anti-tank, min armour: 0+16+1//17
While this does mean that you're getting just under 2 RPGs for each technical, you're not necessarily only getting one person per RPG.
I do however feel that this might need to be adjusted as when you compare like for like:
technical - vehicle, light AP weapon, min armour: 18+12+2//32 - HP 40, shots 1/5.333size
Soldier - infantry, personal, powered armour: 0+5+2//7 - HP10, shots 1/7size
Or maybe not. Size for Size, they're fairly even. The technical gets more shots but is only one unit so anti-tank is more dangerous. While the Infantry has slightly more health with the 'bonus' of being split into units.
It's looking like it might be a case where you want better armour until they can beat it, then you want to use the smallest thing that can beat their armour. I guess it's spreadsheets time.