I love the concept of using boosts for economic purposes. But they're just too expensive. Prohibitively so. You can use them for things that pop occasionally, like mineral deposits themselves, with their 50K cooldown. But in common use, even a small operation will outstrip your ability to mine the base minerals, or convert other resources to them..
Combat is so rare, that you can stockpile boosts for that. But most people don't even bother with that. They never even get to the point of developing effective manufacturing and boost code since it's just easier to respawn or just quit. And there is no incentive to use boosts for the economy. (outside of mineral mining, and the niche of Power Banks with only one access point.)
My rant comes with a suggestion:
Reduce the cost of boosts for T1 and T2 by 66% and 33% respectively. Keep everything else the same, but require only 10 T1 boosts per body part, and 20 T2 boosts per body part. Why should a +100% carry boost cost the exact same amount of Keanium as a +300% carry boost? How does that provide an incentive to learn about boosts and write boost code?
There are 4 essential "costs" in game, and they overlap with each other in many ways (You can sell minerals/energy for credits and use the credits to buy minerals/energy.) The 4 are: Energy, Minerals, Lab reaction time, and Spawn time. The challenge is to balance these. By artificially inflating the cost of low level elements (T1,T2 boosts in this case, but it applies to PC powers as well.) you severely curtail their ability to be used in situations where they're less than economical in their full form, or that full form is simply not an option.