As for the RQs, in the current list:
Belt Issues:
((Win 20 Battles) or (Solve very complex negotiation)) AND (pay lots of goods)
Ignore because of last clause unless desperate for diamonds,
Education Investment:
Buy 20 FP and pay some supplies.
Viable but not great.
Space Production:
Finish 6 24 hr productions.
Same as mars, it's an option.
History of Earth:
(4 Incidents) or (4 antique dealer exchanges)
Can be completed every 2 hours in antique dealer with some cheap crap. Probably 2-3 times a day with incidents. Interesting addition
Astronaut Training:
(Recruit 5 units of current age) or (pay lots of goods)
None of the barracks seem super-useful for making this a main quest, but you can probably keep it as one of your waiting to completes while you do GBG or GE. Seems fine. Ignore the goods option.
Space Food:
8 productions in a Space Farm
Strictly speaking an upgrade from the 1 hr production quests from VF and Mars. Space need is the same as the mars one, but you can run them on 5 minutes instead of 1 hr. Probably not what most people are looking for, but an option.
Victory Streak:
12 wins in a row
One other age they tried out something like this but then tied gathering goods to it as well. Very usable if you can farm GvG. Several quests a day from farming your hood and/or GE and/or GBG.
Belt Transfer:
(Gain 30000 population) or (pay lots of goods)
Gain population quests are best done by having spare population and building and then selling population users. This is a lot of population so it's not going to be an attractive option, but it's doable. I think it was OF where I used to do one of these that required a smaller population swing (that quest got unflagged as a recurring eventually for being too usable)
Law and Goods:
((Defeat Large Army) or (Finish 15 5 minute productions)) AND (Gather 500 goods)
Viable with help. The large army defeat is a free condition so you just need a market plumped up with circular trades you can flip back and forth. I did this in one of the ages with (Win X Fights) and (Gather Goods).
Belt Court:
((Defeat Very Large Army) or (Complex Negotiation)) AND (4 hour production 8 times)
Maybe occasionally usable in combination with Space Food (use 4 hour productions when going away for a bit/overnight?)
Collaborating Planets:
(Gather 1.4M supplies) AND (Gather 2.2M coins)
Only gather quest in the age to occasionally get bonuses from your quest completions. Should complete decently often, but hurts that this was multiple quests in earlier ages that you could be individually completing for supplies or coins.
Smart Colonists:
(Spend 200 FP)
Same as Mars. Fine
Investments:
(Spend 150 FP)
Better than Mars. And can do two spend FP quests at once without additional condition of buying FP.
Peace in the Belt:
(Defeat 40 Units) or (Complex Negotiation)
Another really easy fight quest.
Social Actions:
(Aid 30) or (Spend 400 Tavern Silver)
Few more free quests a day. If you're a guild hopper at times then while doing so this could be a TON of quests.
I don't see the 'impossibility' of questing at all that people continue to rant about:
a) Spend FP quests are improved and that's what most people loop on anyways
b) 1 hr productions in rocket testing sites improved to any-length productions (Space Food) in about the same amount of area invested.
c) Battle-looping has 2 good quests without the hooks to slow you down to go gather goods as well (Victory Streak and Peace in the Belt). No shortage of places to come up with battles in-game.
d) There's a few other quests that are fine to just leave float as a bonus while doing various activities (Social Actions, Astronaut Training, History of Earth)
Things missing:
a) Unbirthday Party - but it's been getting worse and worse in every age anyways - if you do unbirthdays and have no supplies, that's why you have no supplies - i consider it a public service that I'll stop accidentally paying for it in my AB world out of habit because I do it on my low age world every time it passes
Also Education Investment is effectively an expensive unbirthday - buying 20 FP is a coin cost, and it asks you to pay supplies.
b) Multiple coin/supply gathering quests. Unfortunate but imo outweighed by the advantages.
There is only 1 quest I've rated as an outright skip: Belt Issues having no alternative to paying lots of goods.
While the goods/negotiation options don't present added value to me personally perhaps there's people out there who have too many goods and need to convert them to supplies for instance? Hear a lot of people exclaiming supply costs are too high at times. And they're only a *requirement* for 1 quest.
Overall I consider the SAAB quests a reason to jump as it stands. I'm half-expecting more nerfs, but hoping not