I remember being intimidated about boosting initially as well. However, my experience was different.
- get mineral harvesting working
- get distracted by other pressing needs
- panic about full terminals
- quickly hack up some code to sell minerals on the market.
- Use my new found credits to manually buy tier 3 heal boosts
- Ruthlessly smash my neighbors with boosted healers.
I think the boosting via the market flow is good enough. A tier 0 boost flow could still enhance the game, but it is not strictly fixing a problem the current flow doesn't already cover.
Other thoughts on tier 0 boosts.
To be clear each boost will only apply to a single body part type. It won't be possible to have U boost both attack and harvest.
Either G, OH, ZK, and UL should either all be tier 0 boosts or none of them (None is probably the right choice since they all require reactions anyway).
I like the consistency of using O, H, and X as well as Z, U, L , and K as tier 0 boosts (make sure that minerals in your first few rooms always are able to boost something).
tier 0 boost should be LESS than half as good as tier 1. Again the point of tier 0 is get a player going while still providing a strong incentive to use the regular boosts.
The tier 0 boosts should target noob tasks.
Absolutely no TOUGH, HEAL, or dismantle boosts.
I don't think upgrade boosts should be available as tier 0 boosts either. Upgrade boosts are the most commonly used boost and keeping them as tier 1-3 provides a good incentive to write reaction or market code.
Probably no MOVE, ATTACK, or RANGED_ATTACK boosts, since new players don't really need to be attacking or defending with more than towers and unboosted defenders.