In general this is pretty good! Very astronaut (/cosmonaut), obviously. The presentation’s a little sparse, but it’s not too bad.
Is the technical conflict compelling, both as a player and as a referee? For the most part, yeah! I appreciate that there’s at least two suggested solves for each thing that needs repair.
*Does the interruption from the opposing nauts feel interesting and adequately disruptive without being a complete detour? The interrupting astronauts are way more interesting conceptually than the interrupting cosmonauts because they know things the players may or may not know and are willing to act in ways that will compromise player actions.
What’s missing that would help you run this? Each satellite could stand to have a little more explicit direction regarding players doing their required tasks: specifically the last task, repositioning/returning to current orbit. One thing I’d immediately think about as a player that isn’t represented here is the idea of salvaging the other satellite in some manner, a little guidance there might be good as well (especially when the interlopers arrive!). Some more specific courses of actions that the interlopers take on arrival would be helpful.
Bonus round: It’d be sick as hell to, instead of having NPC interlopers, have a one-shot version of this meant for a group of PCs to be split between the two camps arriving at the same time with those differing tensions and motivations.