Hi leiavoia, welcome!
Repair Stations in Materials are indeed not all that important/useful compared to their potential later, although Refit can come in handy in a pinch for some people.
The main problem with roguelikes that use potentially meaningful randomness to generate alternative starting conditions is that then you have lots of people "start scumming," which is the opposite of fun xD. Basically you keep restarting again and again until you get what you want, because the cost of doing so is low. Alternate starts for roguelikes are best handled in a deterministic manner (e.g. via character creation--at that point for convenience you may as well end up adding step where the player
picks what they want from among the available options
), which then goes against Cogmind's general principle of adapting to and dealing with what you encounter randomly to gradually work on your build over time...
In Cogmind the opposite approach is instead encouraged by simply providing the quickStart advanced setting, so you can essentially skip the Scrapyard entirely and get right to Materials.
The "find high-level broken parts you can lug around and repair" game already exists in the mid-game, if you want to Chute-dive, where you'll often find really good but broken late-game parts and can drag those back out to the Factory for repairs.