Thanks, this is a really useful list.
The wires: you're right, and it's a bug. A curved wire only picks up clicks near a handful of points along it, so on a long wire most of it can't be clicked. I'll fix it so the whole wire works.
Switching power when a pile runs out: the full game has priority splitters for exactly that. They feed one side first and send everything to the other side once the first can't use it. They aren't in the demo though.
The softlock: I tried to cover it. When the Wastelands run dry, Greenhaven opens for free, and if every place in the demo is bare the Plan finishes for you. The full game also has Clean Index makers that don't need trash at all.
Outreach Hub: fair. It's the one workforce source that needs nothing from the trash. There's a cap of 10 and each recruit costs more than the last, but I'll look at whether it's still too easy.
Wider splitters and showing what's backing up: both good ideas and I've written them down. The cards do name a missing input already, but a bar that shows what's actually sitting inside would be much clearer.
Sensors and controllers is a bigger one. I like it, but I can't promise it yet.