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If you're counting on ship material, then they are definitively worth it. I can make whole runs without wasting time going back to the main jack with these upgrades.
The 8k credits for the oxygen means nothing of course, but that spared time allows me to salvage 100k credits worth of stuff per run :P
no need to go back tot the hab, take a bottle and tether it to the reactor or any other part you know you will work on further along your time.
That way you have it handy when needed.
Despite the upgrades it seems to be less practical. After refiiling the first time the O2 allways ends up 1-2 minutes earlier than the shift finishes and most of the shifts I find myself thinking and and trying to figure out the best action for the next minute. May not look like it but it may be an hard decision at the moment because and, hillarious, I already died for taking too long to decide.
Accounting cash spent to buy O2 for the extra little time we will gain together with the time lost for the trips to refill and return can be tough and not worth it when I have to reach inner parts by going through a maze.
So lately I am mostly finishing the shift myself when I run out of O2 with less than 1:30 to end the shift, it's not that time efficient but it's not so stressfull neither but it's what I can make for now but I hope it gets better with the next upgrades.
I do like to play rushed from the timer but not over stress.
Coolant, fuel, ECU and power generator are all relatively easily farmed, along with nanocarbon and reactor. That's 5 work orders right there that you can do in one shift, compared to the 4 in a Mackerel.