Another idea: add bigger modules that occupy more blocks. Should be fun trying to tetris them around (watch out for asymmetrical shapes, you'll need to add a rotate button if introduced).
My reactor explodes and i cannot understand why (happens too fast thanks to chronometers). Can you put a log/replay/slowdown feature? Otherwise i'm stuck with only math trying to find my mistake.
Game was much more interesting with OP capacitor and weak vents. Managing heat with exchangers and multiple vents allowed for many interesting setups, and low number for capacitors made it possible to have enough squares to build everything needed.
Going from idle 5 nefa (2.7/tick) to 6 (3/tick) seems to be really difficult. The 60Qa Improved Heat Vents is not enough, aiming right now at the 100Qa Active Vents in order to try to make it fully idle (it is not right now).
My setup http://i57.tinypic.com/23ud95c.jpg
5/5. Death Reach is the only tool able to deal with Catapults, and it's too effective at doing that (~1500 damage in total, make it vertical on 2 rows). Some skills are simply strictly better than others, once you try them there is no choice. Needs more single target skills (something like an active steroid in the fire or demon tree, or a "next arrow" effect), the only one right now is the defensive Gargoyle. Would be really cool to see a different arrow being shot when fire, ice or demon arrow procs (so I can chain a fireball asap when an ice arrow comes out, right now the fireball projectile speed is too low unless you have maxed freeze duration). More diversity in talents (like fire more damage on arrow/spells, ice less cd, demon more crit, even the really cool crit on freeze is just dull if repeated on the second tree, only the life related talents feel different).