Nice to see the changes about the orbital habitats. But the part about a deep space permanent station, however that is achieved, that's what makes my mouth water.
I would love to be able to put some permanent station in empty systems and the like. Like you see in so many science fiction setting. That would be so nice.
Regarding automated mines, they are rather costly, yes. But to be honest in my opinion they are still too convenient. They are so convenient, instead of all the trouble of managing a colony that can provide for them, that in my opinion they are still much more cost effective that normal mines. You don't really have to defend them, they don't cost upkeep, they can't revolt and don't need a garrison. So you can't really say they are too expensive. You should not look only at the cost to build them....
Still the new orbital habitat + mine solution seems nice. We'll see how it pans out. As I'm much more roleplaying oriented than mechanics oriented, I love what I'm seeing.
About UI. This one is tricky. I like it very very much from a RP perspective, and I mostly play for that so... Still it has 2 problems in my opinion. Yes it's costly but I don't care much about that.
1 - It's really, really, really slow to build. Did I mention it's slow to build? After you build some then you can bring factories and such, but still... It takes a lot of time to start out, or a LOT of construction brigades.
2- It is underground but as far as I know there's no advantage for that. I mean, aside of the cost, from a roleplay perspective an underground city should be more resistant to bombardment, safer from radiation, it should have a lower EM/thermal emission rating... Building underground does provide some advantages! Yet I don't think the game models that at all...