I would disagree with shedletsky's opinion that HEAL should be cheaper and that recycling should be removed. HEAL is already very powerful and recycling provides interesting strategies. However, I do think that it would be worth considering buffing CARRY boosts. Currently the manufacturing cost is the same as ATTACK / RANGED_ATTACK / HEAL boosts, but I don't think that 4x carry capacity provides nearly the same utility that 4x damage/healing does (ignoring the fact that the healing further synergizes with XGHO2, which I personally think is a bit overpowered).
For example, assuming 100% lab efficiency and using T3 boosts, if you want to move a full storage worth of resources from 3 rooms away using 40 move / 10 carry creeps, it will take you 25 creeps and 3.56 million lab ticks for the entire operation. The same amount of lab ticks could boost 20 creeps (5 full 2x2 squads) with 10 tough / 40 (attack/ranged/heal) / 10 move bodies, which, in the hands of the right players, is more than sufficient to take out most rooms. I would argue that taking out a room is worth far more than faster and slightly cheaper resource transport.
One final thing I would add is that I think a big factor that limits the usefulness of CARRY boosts is that containers are limited to 2000 capacity, which is only slightly higher than the max unboosted creep carry capacity. I think it is worth considering adding an EXTEND_CONTAINER power to the operator power creep, which would increase the capacity of a container from 2000 to 8000 (max boosted carry capacity) for X ticks. (This would really need to be useable in outpost rooms to be useful, however, so I'm not sure how that would work with enabling/disabling powers in a room.) Alternately, simply increasing container capacity altogether could make this boost more useful on a day-to-day basis, and I don't forsee any balance problems with this change.