And how much is shaped by what scientists you get?
For example, I experimented with setting my shipyard to expand, and making 2 more slipways, so that when I get geo sensors and Nuclear Thermal engines I can build 3 survey ships at once. However, I am not satisfied with that, because I survey the whole solar system in 2-3 waves of survey ships, and then have nothing for them to do until I develop jump theory and grav sensors.
So I am thinking of just going with one slipway, but continually expanding it, and then at about 10k tons, retool it with a placeholder design, all geo sensors or something else expensive, and use it to build almost any smaller design. That way, I can even use it to ship infrastructure to the moon or mars, if it turns out either is a good colonization candidate, so I can get my colony started early. Possibly with luxury liners if I lack a logistics scientist to get cryo quickly.
As until all conventional industry is replaced with TN industry, there is nothing that gets more economic bang for one's buck, my purpose in early surveying is to determine what techs I will most need.
If the only good mining sites are comets, I will go for asteroid mining module and tractors. If Mars or Luna or the Jovian moons are good sites, Terraforming bumps up the priority list, (as well as tractors).
If Venus or Mercury have lots of minerals, automated mines come into play more.
If the whole solar system is missing some critical mineral, I have to go for jump theory early.
Now this doesn't take into account the civilians. I would like to know what infrastructure you need to get the civilians started on mining, because I would love to just pick a wealth creation administrator and expand my production, and build as few mines myself as possible, until I have to switch over to automated mines.
Oh, and my industry priority before TN is build as many military academies as possible, so that I can get the good scientists and administrators.