First, I'm too lazy to read all 5 pages of this thread, so sorry if a similar idea has already been posted. But, anyway, idea for how the armor could be made to have breakage;
The right-click GUI could have a slot, similar to the GT maintenance hatch, in which a soldering iron can be placed. When this slot is activated, it 'solders' all solderable components in place, making those slots unmodifiable until that component breaks. Components which are solderable would be anything which you want to eventually break, such as plates. The soldered slot would then store a durability value based on what's in it, and every time the armor takes durability damage it instead redirects that to all soldered components. This would allow you to have both removable 'unbreakable' components, such as tanks, batteries, and possibly circuits, (Personally, I'm torn on whether circuits should be a breakable component or not.) and breakable components such as armor plates.
Or, a slightly different way to achieve the same basic result would be to have the solder activation instead apply durability to the armor frame itself based on the components it soldered. Then, when the frame hits 0 durability, it breaks all soldered components. The soldered armor with durability could also be considered a 'finalized' piece of armor, which does not allow any additional soldering until it either breaks or is disassembled somehow, so as to prevent odd behavior with soldering things onto the armor after soldering thing onto it.
EDIT: I unlazified myself and read the thread, and wanted to make a suggestion for the oil. What about allowing the raw data from the seismic prospector to be printed without analyzation by machine, and making the machine analyzing require MV, or just require a long time to analyze? This raw data would require some figuring out/mathing to self-analyze, and would have a random noise element added to it so you'd have to collect multiple samples to be sure. This would require more brainpower, but would be cheaper and can be done earlier then using a machine.
As for how the manual analyzing should actually work, I'm not sure, but it would be nice to have something like this. Also, since oil isn't really absolutely vital, and a machine-assisted method would exist, don't shy away from making it hard to figure out/math.
EDIT2: And another idea, how about making it so that every oil field has a 'depth' value to it, which is revealed by analyzation. (Either manual or machine-assisted) Oil pump GUIs would then have slots for pipes, and the number of pipes placed in the GUI determines the depth that pump pumps at. The closer the pump is to the field's 'ideal' depth, the faster oil is extracted and the higher the percentage of the field's total oil the pump is capable of extracting. Additionally, higher-tier pumps would allow for more pipes in the inventory, allowing them to reach the 'ideal' depth of a larger number of fields. (There could also be a bias in the generation so that lower-depth fields usually have more oil in them)
Also, to make things more interesting, machine analyzed results could give depth numbers with less granularity then is actually there. For example, depth could be a number from 1-1024, but machine analyzed results would only have 32 possible results, shown to the player as number ranges. So if the depth of the field is, say, 218, it would display 192 - 224, meaning the depth is somewhere in that range. These ranges would go up and down in increments of 32.
Manually-analyzed results could give greater granularity, given a sufficient number of results are analyzed.
Or you could just throw down pipes and measure output, and see which one gives the most. As a downside to this method, and to encourage using the analyzation results, there could be a mechanic where placing pipes represents 'drilling' into the field (Or you could add a core shaft driller to do it in a less abstracted way) and every block down you go, you destroy a percentage of the field's oil. This wouldn't be more then 8-16% of the field's oil if you go all the way down to max depth, but if you want to maximize the amount of oil you get you'd want to drill as little as possible.