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And are you sure you gathered all science from all biomes on kerbin? Getting all from the KSC alone brings loads. There are like 31 different biomes there.
And even more... I think you should be able to create a return craft with the tech you got. At least an orbital return. Landing might be tricky.
Other experiments include, assuming you have them open, and assuming I can remember them, are:
) Surface Samples ) Temperature ) Mystery Goo ) Science JR ) Seismometer ) Graviton ) Pressure Baromoter
and probably several more that I cannot recall, or some have been added since I last played properly.
Once you get new toys it is a good idea to revisit areas for new science.
But I already did those ://
EDIT: From what I recall from when I played the game more often, you should have more than enough for at least Munar flybys (and don't forget Minmus, also).
There will be high and low altitude science for most experiments around each body, as well as biome specific experiments. Taking these from Kerbin, Mun and Minmus should "rocket" you up the tech tree.
For a craft, well, don't be afraid to build outwards a little bit, even with the new aerodynamics. Make a bulky-ish lander out of 4 1.25m tanks and a LV 909 under the middle of the craft (use fuel lines to connect the tanks to the engines). Then make 2-3 stages under that out of multiple 1.25m/2m tanks, using fuel lines/asparagus staging if required.
same advice as minecraft here, just look at the ground, where the grass changes color is a biome border.
yep, i've often been tempted to challenge myself with building a design that should be asparagus fuel lined up without doing so at all and just measuring out how far each stage should push it instead, you never really need fuel lines, but they can sure help make a good design better.