Second, More AMM unless your going to have weapons platforms nearby, and you forgot missile fire control.
The launcher is only there because it is the cheapest component in his tech arsenal, not because he actually intends to fire. It is a trick to make the station last longer, because whenever something breaks, it will only cost him 5 MSP. Otherwise the ammunition on the station is only for supply to other crafts.
Third, since you have both a cargo ship and a tanker, there is nothing stopping you from turning either your tanker into a fuel harvester, or add some to your station and sit it over a gas giant and adding a mining modules to your cargo ship.
If someone intends to have a mobile station, or actually wants to place it on a strategically nice gas giant, this is indeed good. Gas giants are actually the places where I would and do place stations (though mine only provide morale and fuel, while maintenance is done at more rare and more distant spots {/ is not needed this much})
However, as far as I understand, Rich intended to place the station above a planet, so this massive extra suite is not really needed. Also, you can always have separate harvesters nearby.(not sure why you would need miners though, unless you again make a place a colony, which is the thing to prevent in the whole idea)
Fourth, more engineering space and less damage control. I know that engineering space is less efficient for repairs but you need space for general maintenance (AFR) (engineering space effects DCR on a 1size:1effect ratio and damage control on a 3size:10effect ratio).
I think at this point it is open to personal preference as his station already lasts for at least 85 years, and actually more double or triple that (not counting supplying MSP to other craft ofc.). Maybe you are confused because Aurora says 26 years, but this display is wrong. As explained to some extend above, only one component can ever break per 5-day interval, and if this component only costs 5 MSP, like in this case, you get 6000 intervals at minimum (if things break every time, which they don't). In other words 30000 days. You can add more, but again, that is totally a personal preference question here.
And maintenance bays would at this point actually be more effective.
Add some passive sensors (unless you have dedicated weapons platform).
Please, you really should have read the station concept tutorial first. Any passive sensor stronger than 5 would raise the minimum increment costs, and thus cut down the maximum maintenance time by a lot. This is not a good idea. He could pack a civil (size 1) sensor on a separate craft though, but really, what does that give you.
If you really want sensor coverage of the station's system, then I would recommend two things. Either use planetary tracking stations, which are superior to anything you could possibly screw on a ship, or for individuality have a special built military sensor platform (/ship) without any engines, and reserve some space for that on the station. With two maximum active, and a maximum passive sensor, you can make that at about 20kt, and whenever its overhaul time runs out, you just dock it for a while (sensor blindness during that though, so maybe create more or separate ships for sensors?).
This method also works perfectly if you want to add defenses to the station, except that I would recommend having those permanently docked in a reserved spot in the hangars to save MSP. I do that exactly this way in my Swarm game, where all the huge 100kt and 300kt "battle turrets" of the mothership are stored inside until they are needed.(all other capital ships are built out to tractor those and maintain their original velocity) This way I can have lots of weapons and ammunition, but don't ever have to pay a dime for it. Conservation strategy and retractable weapons are the true penultimate carrier doctrines.