My feedback is significantly delayed, but hopefully still useful.
Legibility: very clear overall. There’s some bleed-over of text into another column, but that’s a minor blemish. The only potential challenge I predict to comprehension/usability is the lack of aids for travel time and fuel. A map with each location and its travel time/fuel cost (or a simple bullet-point directory listing those, to stay ASCII-only) would help.
Design: the adventure is a fun dilemma between saving as many lives as possible while minimizing risk and managing time and propellant. I only found two blemishes:
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a selfish solo player, uninterested in saving anyone else, will quickly resolve the situation by going to Prospect and refusing to leave when Mercury Belle arrives. I don’t think this is intended, and I recommend explicitly forcing the player out when the Mercury Belle comes ringing.
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the various NPCs feel under-developed for player manipulation/interaction/negotiation. A casualty of the length constraints, and something a passable referee can overcome. I would give Marr one more explicit motivation/characteristic the player can use as leverage when negotiating with Marr, and give Li Wen two or three more to give the player leverage to “force his hand.”
Aesthetics: plain in all the best ways. Easy to print, easy to read, and vaguely-modern.
Applicability. Very applicable for an astronaut game. Although in LEO, this can also work in further-future astronaut games (say, around Mars) with some tweaks to the timeline.
Overall, a fun and excellent example of an astronaut mission. I believe most of my critiques were preemptively incorporated into your version 2.0, so anyone should give that a look too: https://www.drivethrurpg.com/en/product/581513/storm-shelter-2-0