I worked for years on a similarly UI/UX heavy pixel-style game - admittedly getting bogged down in UX was one of the hardest parts of that project, but the most evidently beneficial. Don't feel obligated to respond to this unsolicited advice, but I know how hard indie dev can be, and hope some of it will help your journey!
This post got HUGE, apologies for the monolith of text! Hopefully something in here is useful for you.
I say this whenever I get the opportunity: In colony builders, "Quality of Life" is directly proportional to "Quality of Game". The core gameplay loop is "build your colony" which means the UX for doing so must be as fluid as possible for your player's to achieve a state of flow.
When you're pushing to allow depths of micro-management controls like you are here, a key principle to follow is "Working By Default". Ideally, a player can plop a room and no longer worry, assuming all the default settings will ...
This is very, very good stuff. I can tell you know what you're doing. Many things on here align with what I have planned, but there's a lot that I didn't even consider. So, this is incredibly welcome. I was getting a bit overwhelmed by the UI, and having this level of analysis is a huge boon. Thanks so much!