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I don't want it to be too OP once you get one built, but I think it's good you broke down the material cost compared to output. I will likely give it a slight buff in the future.
Also consider it's intended to be vanilla friendly and requires no manpower to operate, just a bit of power. Though I agree the 2 core investment is pretty heavy compared to it's rather slow output.
And yes, if you'd like to edit the XML I'd suggest changing out output value rather than output time to make it a little less spammy.
The argument that this is underwhelming because it "requires no manpower to operate" seems moot because (a) it requires a very rare and valuable AI Core to build, which is far more valuable than a colonist and (b) many players already use robot or android mods to give themselves extra workers that do not require food, sleep or places to sleep.
The reason I say AI Cores are more valuable than colonists is because, (1) it is far easier to obtain more colonists (capture from raids or literally buy from traders or caravans) and (2) AI Cores are literally more expensive - 4000 silver for AI Core versus ~1200 silver for a slave.
Why should players spend the effort and resources to build an automated drill when, instead, they could just build a Deep drill and an Android, having the Android mine without tying up a colonist? Most robots and androids do not require an AI Core, either.
Also, consider that a Deep drill will produce roughly 28 Plasteel per day - every 24 in-game hours. (Depending on colonist's Mining Speed stat, a Deep drill produces about 7 Plasteel every cycle, which is 14,000 ticks. And an in-game day is 60,000 ticks.) So having a colonist operate a Deep drill is many times more productive than this mod's drill.
If you want to make this autominer "balanced" for vanilla, then have it mine somewhat faster (or more yield) than a Deep drill, but also have it require more power.