Part of the problem is even if you go non-standard (no steel/alum) opening and just delay upgrading, you still need steel/alum to build anything other than power. Then you have the whole issue of claims. You need claims, so you have to upgrade soon. Sometimes you get 1 or 2 on the black market instead, but that only delays the need for a short while.I think changing scrapping to return some resource will help too, since you won't necessarily get stuck into a line . It might open up the possibility to start with one thing then switch to another at some point.
Every alternative other than power requires steel to build the buildings, so its crazy to not produce either steel or aluminum at the start.
Removing life support that you start with is might only going to reinforce alum/steel further since it removes the initial cash lump that you use to just jump to level 2 at which point you actually have enough claims to do something. I do like playing on VP handicap since you can't just spam the upgrade button since you don't have the cash so you have to be a little bit prudent at level 1. At the same time, removing the starting resources so you just have cash could accomplish the same, however it would increase the risk of spawn stagnation.
Perhaps.... add a life support component to upgrading your colony? Logically makes sense, have to have reserve stocks to expand: more o2 to fill the new buildings, food/water to feed the new colonists or more electronics for additional robots to run things. This would increase the demand for the life support, hopefully to the point of making it profitable. I know that o2 can be profitable enough at the start from dry ice condensers, but dry ice is rare. So it shouldn't take too much to shift things.
The alternative would be to lessen the steel load to build things.