I loved my first 100h (maybe 200h?) of Factorio and thought it was like crack, reached a point where I started designing city blocks as monads because I wanted to solve the game - or well, tried, because the blueprinting system becomes unwieldy once you try to do some advanced blueprinting and things that should have been easy to became just deep time sinks to iterate on.
One can't really point the finger at an hugely successful game - on the other hand I think it's another example of how bad architectural decisions in the underlying systems creep up and cripple future development.
The following is from the point of view of the "end-game" stage, of when you're doing things because you're trying the limits of the system - not your first runs, those were fun and I guess it's reasonable to expect a game to have a finite life.
With blue-prints you can't really customise them beyond parameters - which in turn are limited in the number of them that you can use, don't have any way of ordering, don't have any way of copying/applying them, don't have any way of relating them to other aspects of the blueprint itself (besides very basic stuff, that sometimes was broken too).
You can't apply "sub" blueprints inside a blue-print, making the whole idea of "blueprinting" quite limited. Like if you want to make a city block with train stations that can either take liquids or solids, you end up having to create 2 (almost identical blueprints), or 3 (a general layout city block and 2 "internal" for the stations).
To work around the parameters limitations you need to create monstrous circuitry abominations, that can be fun the first time you're implementing them, but are just horrendous in interface afterwards - doing a simple circuit change can take an hour and endless clicking, keeping memory of it all, double checking it and so on... The same to updating them if you have plastered N city blocks on your way to factorio greatness and realised later it needs a "slight" change in the circuitry control/flow.
The train system was also severely hampered by (although better in v2) their underlying choices - even the "wildcard" improvements of v2 still show those design issues popping up all over their interfaces and makes you reach for awful designs due to the way wildcards work with the stations naming, connections and many other details. Part of it is due to - from what I read - the way they implemented IDing the train/wagons - and other is just the inexistent connection between the seemingly connected aspects of trains, stops, and stations, resources, and units.
The network/automation (bots) was also pretty limited in functionality, yeah, it felt like a great advancement once you get to it, and then you have a learning curve until you master it but it just ends on a cliff - you can't really program the network in ways that seems obvious you should.
Some of this might be to keep the game "flow" mostly manual, but to me, that I don't like doing click & run endlessly and like games that progress further, it all got old at some point and reaching those hours of game-play others consistently talk about looked like subjecting yourself to endless punishment rather than enjoyment. I tried and in part succeeded to create city blocks that you just had to paste and pick your inputs, choose your outputs, place some trains and choose the type of input and output, and it all worked - no stuck trains, not the highest throughput by space area, but just endlessly expandable without bottlenecks - at that point I considered the game solved and moved on but would have spent (probably quite many) more hours on it optimising and testing designs if it didn't end on that functionality/UI/flow cliff once you reach a certain stage (and blueprint bugs too, like them disappearing after being saved and so on). And I had to use the map editor mods to be able to design the blueprints and iterate on them otherwise impossible...
In the end, I feel like the game provided me enjoyment worth its cost (and that's what matters) but at the same time, paradoxically, was a bit of a let down because the more "engineering", "architecture" like aspects of the game were not really fleshed out or deep at all. Like all the ingredients are there, but... It's mostly aimed at spreadsheet min-maxing and I prefer other sorts of puzzles.
https://postimg.cc/gallery/C0Nfj2f