Note: this rebalance is currently indevelopment and may see changes that will affect the delta-v of craft in flight as well as being designed with a 2.5x scale Kerbin in mind, though it will work just fine for the stock Kerbin system.
This mod has a relatively simple concept in mind: rebalancing of Cryo Engines and Near/Far Future tech to make certain engines more desirable in Career mode and others to be more consistent with the options available as well as real life.
For examples of some of the changes, LqdMethane has had its cost significantly reduced to be more in line with the real cost of it compared to LiquidFuel, known in real life as RP-1. By default, LqdMethane using engines cost as much as 3x that of LiquidFuel and LqdHydrogen engines to use, making launch vehicles inspired by the likes of SpaceX's Starship unviable in career mode and disincentivizing the use of it over all.
In contrast, LqdHydrogen is actually really good in comparison and reflects none of the legitimate difficulties associated with using it in real life. It performs well enough ingame that launch vehicles using it as the sole fuel cost the same as RP-1 while handily beating it in space. Even the insulation cost is insignificant, with the player being able to insulate some of the biggest tanks that aren't cryogenic with a single solar array at or around Kerbin in almost every stage of the game. As a result, LqdHydrogen has had insulation costs and boil off significantly increased in non-cryogenic tanks, balancing out its amazing performance while also giving purpose to cryogenic storage, which was previously almost irrelevant due to aforementioned ease of handling.
For a more indepth overview of the changes as well as detailed installation instructions, see my associated forum post, located here.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.