So definitely a port, that happens to be a "whatever you want" space station as well. Sounds good, and is a reliable concept in these sorts of games. Especially if there's also construction ships and carriers floating about in the mix too.
The thing about hydroponic space farms bugged me, but we don't really know what sort of scale they're going for. Or even how techy the basic civ is. They might be massive, thus actually offering substantial food for the world below (rather than just being a way of lowering resupply costs to your station/port). Is growing food for 10,000 people in space particularly helpful to the millions or billions below? Yes, but not due to gross food output. It makes things a lot better for the world supporting the station infrastructure, energy and resources wise. Unless they're huge farms that actually can feed millions.....
I do hope you can have some other more focused stations (science/defense/trade etc) eventually though. More than one per planet/star in any case, even if they're essentially immobile ships with more gubbins on them. Might get complicated, but I like complicated if it's done well. Or just plenty of customization with one available, and the techs/modules to back it up might work. Maybe with some essentially immobile ship hulls that are mini-stations for the very purpose of defense/trade/science/manufacturing. We'll see.
The rare resources sounds very well done though. Rather than the "You need uranium for nukes!" style, being able to put it into various things is great. Because uranium does more than kabooms. So should rare resources in a space game.