After some thinking, I think I will pass on it. Because right now I do not really have much info to go off to really say something.
So here I go into my thoughts...
Modulus is basically a cookie-cutter template of a factory game + module processing (which is an evolved mutated main gimmick from shapez).
The only thing I kinda remember from videos as the main point is freedom in how you make a module which... I really want to give some feedback on, I don't think that's really a thing throughout the demo? Or maybe I simply did not feel it.
I think the main issue is because each time I start from the same cube and process it with same tools. It's very easy to build a path of processing of a cube into a module of pretty much any kind. Yeah, there are thoughts like "Can I perhaps reuse this stamper byproduct for some more resources?" (Which is usually not worth the space) or "Can I save paint by painting 16x16x16 cubes?", but It feels like a small choice a normal factory game can easily make with an additional recipe. Sure, with more complex modules in the full game such "oooh I could've done it differently" moments can occur which you aimed at, but at the rate you'd get from factorio or satisfactory, or any other factory game.
And sadly enough, I am gonna again compare modulus to Shapez 2. Shapez 2 has deposits of weird shapes scattered around the map, and that mechanic DID give me the experience of actual freedom in how you assemble a thing. Yeah you can go from the very basic full shapes, color them, cut them, combine them, and get your result. Oooor you can search the map for shapes containing the things you need. maybe there is and ideally or partially fitting star shape you can use for your production line, or a very imperfect but pre-painted shape you can yoink the parts out of. Maybe Modulus can try to implement their own spin on such a mechanic.