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It may be OPe but it's nice to have more options to get creative in your designs.
the inserters are powerful, but there's still more and less efficient ways to use them, so they ultimately just become another thing that you can fiddle and play with to improve your production, and it's actually easy to use them stupidly. all you really do with modules is replace them with the newer versions, and occasionally expand the production of certain things when the stuff you can use productivity on changes the ratio to the stuff you can't.
It for sure adds some puzzle around belt sides but I always felt it a very artificial limit in the game for ists own sake, just the same as complicated setups for belt balancing where a module could probably be designed for that specific prupose.
Well, in real life there are limitations as well, and it's very difficult to design a game which has both a puzzle element and a building aspect which is also fun.
I mean, you could just simplify the whole process and plop a single building on an ore patch and it would automatically build rockets for you -- that's not as much fun!
Everyone has their proclivities, though. I find the puzzle element and the current building tool very well balanced. I never have a situation that is unsolvable that I need every-angle inserters :-) (They are indeed useful for Bob's mods, where the nubmer of outgoing products is extensive).
As far as the god modules in Bob's go -- I definitely agree that they are overpowered. I always wondered why Bob would make the game so long and complicated and then put in an item that is stupidly overpowered, enough to the make the entire game trivial. Having +500% productivity is "magical", not "economical".