+1 to this.
One of the things I really appreciate is the approachability for new players and how CPU use is structured to support that. When you're just starting out on your first room, you really can't overuse CPU unless you're doing something horribly wrong. Then as the game progresses and your influence grows, you start (gently, at first) running into things that are taking more CPU time than they should, but even the most basic of optimizations gives you enough headroom to keep growing. Then you look at the top players, and CPU optimization is almost all they think about. They're coming up with creative ways to stretch every last bit of usefulness they can out of it.
I also appreciate the way the base library is organized. The obvious, first level stuff that you want to do with creeps is readily accessible. There's quite a bit of depth to the available information, but it also leaves what I assume are some intentional gaps, things that technically work, but might not provide things in exactly the way a developer would want them. This is, after all, a programming game. I'm sure many of us have added quite a bit to the core objects to support our goals.
Finally: a shout out to power banks. I know there's a discussion about whether power creeps make sense in the game balance, but mechanically the concept of power banks is brilliant from a game design perspective. It provides an energy sink for players with more energy than they can spend, and it provides an incentive for otherwise peaceful players to implement code that could be very easily converted to be useful in assaulting remote rooms. Many players would never develop code for this without such an incentive.
Your team and efforts are much appreciated. Looking forward to more!