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About your observations:
A 1/1 (Fattening/Drying) ratio is ok if you harvest organic garbage. For one ship dedicated to organic garbage, you need 1.5 fattening and drying. If you directly extract seaweed (which to be honest I don't really recommend at the beginning, unless somehow your recyclers are too busy doing other things), then you need a 3/2 ratio (one fattening doing only compost, and the other two doing, well, fattening), with approximately 2.25 fattening and 1.5 per ship. Numbers may vary because of colonist skill and directors, etc, but should give you more or less a good estimate.
Yes I agree... I think the prices don't increase enough. Some materials only gain something like 25% in price after being processed 5 times, when it should be somewhere between a 50% and 100% increase. It is much more profitable to directly sell the garbage version of most items than to process them into better versions, and then sell those.
And... Yes. Too many Directors needed. Way too many. In a long post I made previously I explained in details why the amount of Directors you have (usually around 30%) does not make so much sense and slows the game a lot. Linking the buildings of the same type together could be a solution. I think the most obvious solution would be to have one Director per platform.
This one is trickier. The thing is, specialization is not viable in the current state of the game, and not before a potential complete rework of the market. I would really like to be able to completely focus on one corp (like you are trying to do with the eco) and buy or trade everything else I would need. But I don't think this is how the devs want us to play the game. As I said above, right now, it's more like "do everything, but a bit more of what you like". In the very specific example you are talking about there is indeed no way to obtain white influence (which are produced in corp buildings) without beta prefab (for the corp building), so you NEED to have at least one plastic production chain.
What you could do is having production chains that would help you solve bottlenecks (usually they are yellow), but in a small quantity, and then tons and tons of botanic gardens, water plants, etc, and focus on selling fruits and seeds. However doing this would probably slow your expansion by a huge margin, because you would have to spend a lot of white influences (and they are quite painful to get, at any stage of the game), and you will notice very fast that you have no choice but to have more plastic/metal/assembly etc plants.
Plenty of them is your goal is to build a super colony, but if your goal is to win the eco victory you don't need that much of them.
I played around some more trying to isolate why I couldn't proceed with a single company strategy. Basically, there are two things that block any progress -- a lack of Aluminum Ingots for sale in any market, and the prohibitive White Influence cost of Beta Prefab. You will need both to build both a Corp Building and expand onto another platform. The combination of these two force every company to build a Plastics Prefab Factory *AND* an Electrorefining Factory.
Unless I'm missing something entirely obvious to everyone else, every company is required to collect metal garbage in the early game in order to even expand the colony beyond the starting core. It *might* even make a more early game strategy to be a) collect metals until you get about 30,000 Aluminum Scraps, b) convert these to Aluminum Ingots, c) buy Beta Polymers and convert to Beta Prefabs and d) build a few Electronic Systems.. Buy all Food/Water needed, Sell all Fertilizer and anything else to keep stay solvent. Sounds a bit screwy to me.
So your approach might be a lot more doable now
The strategy of switching from harvesting Organic Garbage and directly harvesting Seaweed seems to be a good one. 2xSeaweed Drying lines cannot keep up with 2xAlpha Ships running alternating Seaweed Extraction and another mission. The 2x Seaweed Fattening lines easily outpace the Drying lines, and end up being non-productive for a considerable percentage of the time. I've played with some making my own templates, just not with the Seaweed Farm.
The biggest detriment to a single corporation strategy is that there's nothing to sell. Crops aren't a cash crop in this game. There's nothing that you can produce in any arena to actually sell. If you make it, it is needed for something else. Eventually, the costs of buying plastics and metals to expand your operations becomes cost prohibitive. After 25 days, I'm out of money to unfreeze people to work in an expanded operation.
Other issues:
I'm still working on this second attempt, and while the recent patch has helped some things, it still doesn't make a single corporation colony ultimately viable.
Additionally, Bronze requires Copper and Tin scrap. After 77 days, I have collected 1700 copper, but only 400 Tin from Metal Garbage. There doesn't seem to be a Tin Extraction technology to allow ships to directly mine Tin, and the basic Electro Refinery doesn't allow making Bronze Ingots, an alloy that mankind has known how to make for almost 6000 years. Instead, the colony needs to invest in an Assembly Tunnel in order to make Bronze ingots. More Yellow technology mandatory with both an Electro Refinery and an Assembly Tunnel needed just to build an Apartment Building.
You get tin by dissassembling gadgets, and the last patch increased the probability. Usually, by the time you need bronze (2000 for an entertainment building), you should have the amount of tin you need (you just need 10 tin and 90 copper per 100 bronze). Tin is indeed the only metal in the game that does not have a dedicated extraction option, but if you keep extracting metals/gadgets, you should have more than needed. In your example (400/1700) you actually have too much tin.
About producing bronze, while I more or less agree with you (even though the process is slightly more complicated than just melting the metals together), allowing bronze production in the electro-refinery would make things way more easy in the early game as you would be able to easily rush one or two entertainment buildings for a +1 morale each. Actually I am okay with the assembly tunnel bottleneck.