I know that it is supposed to be a moon, and it's completely irrelevant. there is no difference between being on a moon or a planet whatsoever.
For a second there I thought you might be German, but then I glanced at your location and remembered you're from South Carolina.
Concerning the tidbit, this is much less of an issue, because the game progresses slow as fuck (unless you go directly to the resources you need about 1 week until you have your first fully equipped base and spaceship) and not dying did not bother me.
in RL repeated dying is not part of the equation either, so why do you have to die in a game to have fun.
I agree that they need to make it much harder to find the resources, this is quite obvious.
I haven't died yet either. In Osiris, you can just sprint past the great majority of enemies if desired. When I encountered my first sandworm, which one can hardly fail to notice since it debuts with a massive explosion, I just turned 90 degrees to the right of its spawn point and sprinted away perpendicular to its path of travel. They always spawn in the same locations; that should be at least somewhat randomized in the future, I think.
Resources should probably be harder to find, but then again, it seems to me that crafting in general could use some balancing as well. For example, a single battery calls for 5 lithium ingots, while an entire laboratory calls for what, 2 or 3? Presumably it's a lithium battery small enough to fit into a basic suit headlamp or be incorporated into an energy pistol magazine, so we're talking about something that's at most the size of an elongated standard D-cell. While that's a realism argument, this is a game that attempts to be science-y, going so far as to list melting points and include roughly accurate weights based on molecular weights.
I did some digging for fun. The gold ingot in Osiris is listed as weighing 0.4 kg. Supposedly Proteus 2's gravity is 1.62g, which means that on Earth, the same amount of gold would weigh about 0.25 kg. Going by
this picture and imagining the pictured 1 kg ingot cut down by 3/4, it's safe to conclude that mineral ingots in Osiris (they all appear to be weight-proportional) are approximately finger-sized. Indeed, five lithium ingots, two gold ingots, and a magnesium ingot of that size would make for a long, fat D-cell battery, although why you'd need massive gold contacts is a real mystery.
But if that's true, then habitat walls and so on should require far more ingots to build... far, far more. I think it would be best to tone down the resource cost of handheld and personal items a little, while also dialing up the cost of structures and so on a bit.
They definitely need to work on food and water, too. As much as I enjoy not having to inhale an entire restaurant for every realtime hour of gameplay, as it is now sustenance isn't an issue at all.
And of course, at the moment you can revisit places like Alfheim Refinery and get loads of free ammo and batteries every fresh reload or if you zone out and back in. I pillaged the place twice, but in the future I think I'll restrict myself to one pillaging per location per playthrough.
Currently (heh), power generation and management also seem to be abstracted and not part of the game's challenge. One small solar panel is enough to power all of my outside equipment, and the habitat just powers itself.
Finally, in the future there should be more actual need for additional hab modules. As it is, you can get away with one hab module, an airlock, a barracks, and a bio dome, with all needful furniture and crafting stations installed and three storage cabinets. I've built a second hab for the fabricator and more storage and plan to build a second-story hab also, but it's mainly just because I can.