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For base 3 I have to juggle between two layouts. There are 2 spots surrounded by 4 boosters, and I either give them to basic production, or to parts and components production, and these loadouts require different placing of drain reducers. This way, one layout improves materials and parts production, while the other improves boosters and produces components.
For base 4, after much experimentation, I got a layout that is somewhat balanced and doesn't require my attention, even if it's unoptimized. It has 1 mats production with 6 boosters, 1 parts production with 5 boosters and 2 drain reductions, and 1 components production with just 2 boosters nad 3 drain reductions.
I have not yet unlocked base 5 fully, so I change its layout a lot. Currently, it's just materials production and boosters, so that I can unlock 2 more squares. There isn't much variety between available squares there, they either get 2 boosters or none.
You will want to focus on the spots that have maximum number of boosters. The amount of base gains produced in these spots will be orders of magnitude higher than any other spot due to the multiplicative nature of boosters. At low booster level more dedicated spots can be better (i.e. two 1.5 booster + 1 material block would generate 2.25 materials where 3 blocks would generate 3, but two 4.0 boosters + 1 material block would generate 16 materials)
For base 1/2 it's straight forward. For base 3 there are only two spots you can get 4 boosters on, for base 4 there are two spots you can get 6 boosters on at time, for base 5 there is two spots that you can get 3 boosters on.
With enough drain upgraded you won't have to worry about producing multiple resource types at a time as the consumption will be many orders of magnitude less than production.