This is a criticism, but please bare with me. It is absolutely meant as constructive.
I play Minecraft with my 13 yo autistic son. When he and I started this mod pack, he immediately asked, "Why did we crash land? Where is the rest of the starship? How long are we going to be here? Are we going to be rescued or do we escape ourselves?"
My answers were, "I don't know, I don't know, let's assume for a long time and perhaps the quest book will give us some answers."
Sadly, other than a cursory setting of the environment, none of the back story is present.
The quests focus mainly on basic survival. This is to be expected in such a situation, and they do an admiral job of walking players who would not know otherwise the basics of how to forage and survive.
Rather than continue the story line however, you have attempted to tweak the mods trying to remove every avenue to procure water.
Yes, this is an arid desert planet... but there is enough humidity for it to rain, to farm plants, to have really aggressive fauna come out at night and try and eat you or explode in your face.
I know talking about reality in terms of game play is silly, but if the above is true, the ability to extract water from the atmosphere is a certainty.
Rather than focusing on changing or removing recipes and items, I purpose that continuing the story line would be much more productive.
You landed in an escape pod. Once the basic survival quest chain is complete, the ship's computer has self repaired and restored enough power to radio it's position and status.
The main body of the ship crashed 8 kilometers away.
You now have to abandon your current site and make your way to the main crash site. You can only carry so much, and it is far enough way, especially with hunger and hydration issues, to discourage repeated round trips. Aqueous accumulators do not work while in backpacks, and you can hardily move a melon farm intact. You have to decide what to take, and perhaps as importantly, what to abandon.
Once you arrive at the main crash site there could then be a series of quest chains designed to mine or craft (!) the various necessary items to repair the ship and depart. From advanced metals and materials, fuels and coolants, air, power and it's storage... many, many quest chains are possible!
The arid nature of the planet makes hydration a constant concern, but it should be able to be over come. Perhaps the hapless player isn't given an Aqueous Accumulator, but if they get to the point they can build auto harvesters, they should be able to build water extractors.
I submit to you that you are already in a death spiral, trying to tweak and hon the first few hours to so restrict game play that the long term will not be enjoyable. Rather, concentrate on telling the story. How do the player(s) survive and ultimately leave their own private Dune? Rather than change or remove recipe after recipe, craft quest chains to explore the various included mods.
Again, this is meant to be constructive. You've made an excellent start, but I fear you are in an eventual game of brinkmanship trying to plug each and every "exploit", and in doing so you are fighting both game mechanics and in-game knowledge. Change too much and all but a handful of players will tire quickly rather than learn one off recipes for one map.
Allow players to solve the water issue. They then have to solve the pressurized air issue, the pyrethrum for rocket fuel issue, the cryotheum coolant issue, etc.
Build knowledge, rather than restrict options.
Respectfully,
Sierra