I'm not much good at this, but I'll try. Good practice for me:
I'm wondering about keeping space mirrors, Commercial district, and Callisto Penal mines. Those seem iffy at best. Callisto Penal is a lot of cash to burn on gen 1. It will take 9 production cycles just to break even on the money.
That's a crazy gen 2 draft. I never know what to do with that many good cards. Pick one such that you'll get back 2 that are equally good, or something like that? I want all 4 of those cards and I don't want to pass any. Being low on funds means delaying the 2 income and 1 heat production from Nuclear Zone.
And now 2 space cards have been played before space station.
Gen 3 I might keep only Acquired Company. You have cash issues and a lot of cards you likely want to play now or soon.
Passing Research backfired quickly, that's a fast Mass Converter. Maybe gen 2 keep research since you have Mars U, and be happy with whatever you get back?
I'm not sure about the placement spot. 3 dangling plants against an opponent with a lot of cards, titanium, and a space discount. I thought you would go for a card spot or maybe some metals.
Gen 5 draft is rough. Strip Mine, investment loan, optimal aero. I'm not sure which one to keep there.
Sure enough, the plants got zapped, and now another space card is played without Space station being played. Seems odd.
Gen 6: I always end up regretting passing decomposers. If he wants to spend a lot of money on Asteroid Mining, so be it.
Gen 7, you have decent cash and two more space cards. Why not Space Station ?
I'm not sure about playing Commercial district. Why buy Dev Center and not use it?
Gen 8: Funding benefactor feels like paying 8 MC to give your opponent 8 points. He has steelworks, plant production, discounts, and cards. I don't see the plan for winning benefactor. (Terraforming Ganymede was in an earlier draft.)
Gen 8 I am surprised you did not get insects into play. Maybe that and save large convoy for the next gen, and get space station going?