I was wondering if borrowing the tech-tree concept from computer games might be a way to help visualise overall project progress and requirements?
In basic terms it's quite simple; a sub-orbital rocket leads to an orbital rocket, which leads to a satelite, which leads to a bigger one, which leads to a space station.. etc, etc.. But many require parallel/combined advancements such as vacuum-functional electronics or life-support systems. They also nesessitate a larger cost in materials and labour.
Man-hours are the best way of handling the latter, as it means the more people are working on it the less time it takes.
So it would need to combine; tech-level development, manufacturing ability, production man-hours and material cost.
(Strictly speaking there's probably legal aspects in there as well, to do with legally launching, testing and handling certain materials in the various countries.)
Getting into more specific terms, each aspect would probably have it's own development tree with it's own dependencies. A certain componant may require manufacturing with a particular tollerance, and doing that may require a particular class of machine and operator skill.
Beyond here, any RTS game strategy falls apart, as we don't have the luxury of simply building up our production capacity and having the fully functional new tech designs fall in our laps. But as a general guide to how the balance of each development is progressing, it could maybe make a compelling visual draw?