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The reason for beacons is that it is has been calculated that energy-cost per item is actually *less* with using productivity 3 modules in the assemblers + Speed 3s in the beacons.
As an example, this lovely setup for red circuits by Mike C: http://imgur.com/pjWuZNu
For electric furnaces, you only need 16 furnaces in a line with Prod3, and Speed3 Beacons, making sure to split the product halfway along the line (so you can fill both sides of the belt). This setup will fully compress a blue belt.
In general, you don't need to use modules or beacons if you are just making one rocket... but if you are going further than that, they are very useful.
You would NOT want to design your initial smelting area to allow for beacons as you would be quite inefficient. Set up a good blueprint, use your bots to easily rip out all of the old stuff, and plop down the new & improved smelting system.
http://steamcommunity.com/sharedfiles/filedetails/?id=891721769
Edit: Oh... and not sure if you noticed -- your layout has no beacons!
The copper cable is handled by long inserters and isn't on a belt at all in the "round" setup. The belt you see snaking through the middle is only for red circuits.
Oh, well, duh. I suck.
http://steamcommunity.com/sharedfiles/filedetails/?id=892758231
http://steamcommunity.com/sharedfiles/filedetails/?id=892758555
Oh, I disagree! I love putting my minions to work. I will build almost all "low" throughput stuff with bots at remote outposts.
Higher quantity items like circuits of course stay on belts but beacons, modules, solar panels, etc are all bot based on their own individual bot networks.