Really looking forward to this, so many possibilities! As an economics-focused player, my feedback and questions will focus on that.
Ops - Very happy about this, much better than energy, and will bring a new resource that might see some liquidity on the market! Already planning how to protect my convoys with ops from shard0 to shard1 and shard2!
EXTEND_MINERALS vs EXTEND_SOURCE
If we take the most expensive mineral, we currently see this as 10-20x as expensive as energy on the market. EXTEND_MINERAL lvl 5 will provide 1 mineral extra mineral per tick, while EXTEND_SOURCE lvl5 will provide 50 energy per tick. Harvesting, transporting and sending the energy quickly costs about half the energy, so the ratio between these seems good.
I do think both of these might have a small ops-cost, like 1 op per activation, but it is hard to determine right now. Might see better how the ops-economics work when we get PCs to PTR.
EXTEND_SOURCE will be comparable to having another source in the room (10 energy/tick), so it will be very interesting to use for new rooms and for interesting designs in praise rooms.
I love OPERATE_EXTENSION because it means I can save a lot of CPU filling extensions. However I do thing ops-usage should be lower with higher levels. The first level is so much more valuable than higher levels as it sits now, while it should be the other way around. For a RCL8-room we have 12k+ energy available, and I usually do not have to fill extensions until at least every 150-200 ticks. It makes level 4-5 undesirable. Expecially together with the ops-cost this is something I will use in war-time, so only one level will probably be taken. Cooldown 500/400/200/100/50 might be better?
OPERATE_SPAWN is better at higher levels,
but I do think the reduction should be 10/25/40/60/80 to make the highest levels more desirable.
After doing the math, the reductions looks fine, very powerful at lvl5. With a base of 100 parts, level 1-5 will be able to spawn 111, 142, 200, 285 and 500 parts in the same time. A lvl 5 OPERATE_SPAWN-operator suddenly becomes very desireable. (and make lvl 5 OPERATE_EXTENSION desireable)
OPERATE_STORAGE has a good distribution, with higher gains on higher levels. I do think the cost is a bit rough, as 0,1 ops resource per tick will lock up all the ops the creep can generate with lvl 5 GENERATE_OPS. The only thing I would consider using it for as it is now is for a praiseroom during a reset. With lower ops-cost I might consider using it for actually having a bigger storage in the operators main room.
OPERATE_LAB also seems to have quite a high ops-cost, but that is an ability where you really want to have lvl 5 to get the most out of the ops used, so that is good. I've not done the math on OPERATE_LAB, so will come back to this.
OPERATE_TERMINAL seems okey, but as with others it will tie up all the Ops the Operator can make to keep it up constantly. This might not be a bad thing, but will probably be something very few will have a big use of (I think you need to send a lot of materials within the 1000 ticks to save energy compared to the cost of the Ops).
Will it work on both normal transfers and orders? Will it effect incoming transfers?
I'm wonder that the range for the different abilities are? Is it melee, range 3 or room-wide?
I'm not that concerned about the ops-costs, since these can be easier tweaked in the future (assuming we get constants for them), so focusing on the abilities and effects is probably the most important now. It is also viable to tune both cooldown and amount for GENERATE_OPS when we see how the supply and demand is.