I've been banging on about this one for a while, and I think it will be validated once there's a lot more death in the universe, but I think the resource costs and restrictions on distance that affect the use of reconstruction machines (especially station reconstruction machines) are overly restrictive, and trend towards keeping people away from interesting things. Other games in the multiplayer competitive builder-survival space tend to make controlling where you respawn fairly cheap because it's not fun to learn that something you have is being attacked or stolen while you're too far away to defend it; it encourages overly localized, low-adventure play while introducing excessive downtime from the need to travel between all your various things just to be there, even if you aren't actually moving any materiel.
Space engineers' survival kit and med room system makes the player more an avatar for their hardware than they are a spaceman; the engineer is mostly useless, dwarfed by the systems they can build in terms of violence and economics. Survival kits are cheap, their only restriction being a must-be-this-tall-to-enter resource processing requirement which becomes meaningless after the early game. There is no restriction on range.
Rust's sleeping bag and bed system functions similarly, and is even cheaper, but interacts with a decay mechanic and numeric limit to allow players to be at whatever base or location they have previously visited and prepared, but punishes repeat or quick deaths by locking the player out of the respawn for a significant period of time after its use. There is no restriction on range
Starbase's respawn system is comparatively costly: the resources required are prohibitive, and there is no location in the universe except the origin auction house where all the materials to make it are available (something not true of the others). It is time consuming to set up, requires a consumable, and has a maximum range.