Still reading through it, only thing I noticed is this:
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:RUBY]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:SAPPHIRE]
[PRODUCT:2:1:ROUGH:NONE:INORGANIC:TOPAZ]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:DIAMOND_LY]
These are very, very valuable, so I'll replace them with cheaper gems. I also dont know yet if I should add all the soils back or not. A lot of "purify silty/sandy/loamy clay sand soil" reactions.
EDIT: Thanks for sorting everything out.
I do like the balancing of it all, even the "make something" in the chemist. I will remove the mechanisms from clay, at least for dwarf mode. I will add a pottery to dwarf mode. I probably port everything as is to the Kobold mode, with the little change to the gems, as mentioned above.
I will configure it so that it runs without errorlog on default settings, which is with less soil/sand/clay. I will change [REAGENT:CLAY:1:BOULDER:NONE:INORGANIC:SILTY_CLAY][REACTION_CLASS:IMPURESOIL_MAT] to [REAGENT:CLAY:1:BOULDER:NONE:INORGANIC:NONE][REACTION_CLASS:IMPURESOIL_MAT_SILTY_CLAY] this way there are no errorlogs when the soils/clays are missing, but the reactions will still work when they are enabled.
Thinking of it, I should have done this ages ago to my warpstone reactions.