Infrastructure is also easiest. We can do that after the first jump.
First off, I see no reason why infrastructure should be the easiest. As the limiting factor on everything, I expect it to be hardest, actually.
Secondly, resource gathering infrastructure has cumulative benefit over multiple turns. We want to prioritize it as much as possible.
Meanwhile, guns and defenses will only be usefull from turn 3 onwards.
I was referring to your argument for guns to the exclusion of armour. Infrastructure was never part of the combat discussion.
Except it is, because of opportunity cost.
We currently have 4 open Skeleton Space, 2 Open LS and 5 Power.
My plan is to build 2 Mining bays this turn, to frontload our gathering capacity. They'll pay themselves back before the end of the gathering period, so there's little reason not too.
That means we max out life support. We'll also only have 2 Skeleton spots left.
So, we need to upgrade life support.
We'll also need to upgrade power.
Then there's the slots. They were only 2 left, but chances may exist that we need to spend one on infrastructure. In addition to that, 2 guns is better than 1 gun + 1 armor as long as the armor doesn't block more than 50% of each weapon. Given that we're going in blind, I consider a 50% block of each weapon unlikely (If you could do that, turtling would be trivial).
That means we need to upgrade Skeleton before we have the space to do Armor.
By the time we've done all that, we'll be shooting at one another. The idea that we have ample time is not really correct.
That said, you could demolish part of our resource gathering infrastructure to make space, but I think that would be a grave mistake.
In addition, the armor is just a few plates. It does not need to be front loaded. It seems like something we can comfortably research on turn 2.