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Especially things like manpower - if that's an issue for you food will probably solve it at least as well, and it's more useful outside of that scenario. So food is probably fourth, manpower dead last, with the rest in between roughly tied for fifth. But food is mostly useful on new(ish) colonies. It can be a good level 2 upgrade, but I'd look at you pretty quizzically for putting it in your level 4.
2. Are there any synergies? A particularly beneficial, yet costly law might force you to go for influence on the 2-nd tier. Or, if you have a good dust surplus, then superspuds could be an interesting pick for a 3-rd tier upgrade.
3. Finally, the upgrade can make up for a deficiency. If most planets you'd want to colonize won't produce much in terms of food, then a 2-nd tier food upgrade will give early colonies a boost. Conversely, industry-deficient worlds will benefit from industrial upgrades.
By the way, has anyone ever used stuff like Amianthoid? Dark glitter might be useful in some rare scenario, but I see absolutely no sense in an upgrade which gives only extra ground battle defensive strength..
In the end it's up to you if this is a playstyle you want to try. I would argue Amianthoid pairs well on factions like Umbral and Rift. Just one upgrade makes your troops far and away better than comparable armies and if you stack three then it makes the opponent need to hack you to dig out your sanctuaries. Riftborn I've taken 2 levels of it and it makes colonies very tough to take, this helping push their expansion with little fear of losing them.
As for darkglitter, I feel it's very, very underated for what it provides especially in medium to long play sessions.
It also pairs nicely with the sim-camp building.
A rather rigid list that is heavily dependent on luck and game settings. I wish I could be that picky with my luxury drops but am also a bit of a masochist and enjoy starting 2+ wars to earn what I want. Mix things up and enjoy the chaos sometime and you will find some lovely new strategies to play with.