@ehsumrull1
K good then when I get to editing races that will sort itself out, that's good. I thought it must be somehow linked to races, but I was concerned that perhaps it was somehow hard-coded that particular research project #'s or component ID's or something were forbidden to particular race ID's or.. I dunno there's a bit of weirdness and counter-intuitivity with the resources so thought mebbe it was a similar thing going on.
Okies, well I've completed the resource list and icons... I don't think there's other resources I need to add, but that will become more apparent with more testing and once I release a test version for feedback from you good ppl.
Resource icons I've published (as small icons).
Current components list is as follows:
LASERS (basic close-range beam weapon)

High Intensity Laser

Weaponised Laser

Tactical Laser
PLASMA WEAPONS (medium range medium damage beam weapons)

Rapid Phase Plasma Gun

Rotary Phase Plasma Gun

Heavy Phase Plasma Cannon
TORPEDOS

Rupture Torpedo

Pierce Torpedo

Quantum Torpedo

Phased Plasma Torpedo

Microstellar Burst Torpedo (old icon - will be replaced)
MISSILES

Concussion Missile
(Several other missiles are included in the mod but not listed here)
COLONY BOMBARDMENT

Orbital Bombardment

Orbital Extermination
POINT DEFENSE (anti-missile and anti-fighter rapid close range weapons)

Point Defense Cannon

Spitfire Point Defense
ION and EMP WEAPONRY

Ion Cannon

Ion Pulse

Ion Trapping
HYPERSPACE INTERRUPTION

Hyperspace Denial System

Quantum Disharmonic Pulsor

Advanced Hyperspace Denial
WAVE WEAPONRY

Rapid Magnetic Rupture

Gravity Well Project
HEAVY BEAM WEAPONS

Higgs Inversion Beam

Higgs Field Rejection

Higgs Focused Rejection
FIGHTER BAYS

Standard Fighter Bay

Advanced Fighter Bay
ARMOR

Layered Mass Armor

Nanite Woven Armor

Reactive Armor

Adaptive Kinetic Armor
SHIELDS

Magnetic Shields

Monopolar Shields

Active Nanite Cloud Shields

Direct Interception Shield

Combination Shielding

Remote Shield Recharge
PROPULSION

Solid Fuel Propulsion

Ion Propulsion

Focused Microwave Propulsion

Directional Fission Propulsion

Directional Fusion Propulsion

Subwarp Oscillation Propulsion
MANEUVERING

Maneuvering Thrusters

Efficient Maneuvering Thrusters

Intense Maneuvering Thrusters
HYPERDRIVES

Thorne-Stagg HyperDrive

Anti-Boson HyperDrive

Ripplefold Jump System

Psuedo-Planck WarpDrive

Contained Dark Energy Drive

Vacuum Injection Skip Drive
REACTORS

Fission Reactor

Fusion Reactor

Quantum Reactor

HyperFusion Reactor

StellaCore Reactor

Stellar Radiation Collector
RESOURCE ACQUISITION

Mining Engine

Gas Collection Unit
FUEL CELLS

Small Fuel Relay

Efficient Fuel Relay
OTHER STUFFZ

Standard Life Support

Medical Center
As you can see, some are the old icon style and some are the new icon style.
The above components represent a little under half of the total, and there's probably that many again that will end up in it by the end of the research-tree being developed (including race-specific tech).
It's all beginning to come together very nicely now.
I've been working heavily on the research tree, which is now made insanely easier by Sabranan's most awesome modding tool.
In fact the game has become so playable now that I prefer it to the vanilla, and ALMOST prefer it to the Picard Era mod that inspired me to make this mod in the first place. Srsly, that mod's amazing. I'm finding that I'm playing longer and longer when "testing" because I'm coming across fewer and fewer things I want to adjust.
One of the very most critical things I had to change was messing around with reactors, fuels, capacities, and resource distribution. There are primarilly two kinds of reactors (in various grades) - Fission (or Nuclear) Reactors which burn Uranium, and Fission (and variants) which burn Hydrogen. There are a couple of others like the StellaCore Reactor which burns Nitrogen, but by far the most common is Fission (which you start with). But one unit of Uranium produces enormous amounts of energy, far greater than any reactors in Vanilla or Picard Era mod. Therefore I had to reduce the fuel cell capacity, and now I need to create some ship designs that only have 1 fuel cell. Larger fuel cells are simply not required, and I found that I was rapidly burning through stocks of Uranium fuel when creating new fleets and stations.
There are a few things like that which I've had to improve, and now I'm thoroughly enjoying "testing" the mod. I'm not far from being able to offer a test alpha for anyone interested in trying it, however before then I'll most likely publish something showing the game as I'm playing it to give a bit of a run-down on how things are set up in it.
Time is limited for me during the week, as I work insane hours, however the bonus to that is that I have 3 day weekends, so once my renovation work and other chores are done I can spend some decent time in the evenings working on the mod.
Ok that's about it for tonight, it's my bedtime. I hope to show some in-game pics tomorrow, and my plan currently is to address some more interface button upgrades tomorrow also.