There are no components that are dead ends, I don’t think. Each phase’s end product becomes part of the chain of some future product, until you get to the last phase, and then those products are the highest value for the awesome sink - they’re kind of an end game score card I suppose.
Do you guys keep a satisfactory notes file? I keep a list of things I want to build/transport, a list of troubleshooting issues where things aren’t quite working like they should, a list of inputs and outputs to balance stuff between bases (like calculating that one factory needs 15 radio control units and that the other one is producing 20), where I put my sloops, stuff like that. My notes are getting quite long.
I’ve reached a point of stability (again) after expanding my ballistic warp drive production so I can have 2 factories at 250% going (I should probably have 5 at 100% instead but that base doesn’t have room for it). Everything works, has enough inputs, and is running stable. I’m dropping about 35 million points per minute and coupons cost a little over 100 million. I never did start that new megafactory I meant to start. I keep getting indecision paralysis on where to put it. So I ended up awkwardly expanding my current factories, completing the nuclear refueling chain, and setting up a few single product modular factories.
Incidentally I read on reddit someone that did the math and figured out that the ficsonium fuel chain is 100% not worth it in terms of energy output or waste processing. Essentially it uses so much SAM and energy that even factoring in that you get to burn all that plutonium, it’s more energy efficient to sink the plutonium fuel rods instead, and you can use the SAM you saved to convert other materials to more uranium. So it’s a long complex chain that is actually a net energy loser – similar to burning iodized rocket fuel in fuel plants. But it’s still worth doing if you like the idea of doing everything you can do in the game - completing every cycle, making every product.