The answer to many of these questions is yes, and I just didn't have *quite* enough time to get everything good enough to include in the final game. I'm sure that could be said by anyone participating in this jam.
@glove funnily enough I actually wrote some custom background music, but I didn't have *quite* enough time to process it how I wanted and to put it in the game.
@pbg conveyors automatically alternate in direction on every other row (ex. they go right on the second row and left on the third, etc.) and there actually is an unimplemented button that rotates components and it work perfectly fine, but I was having problems with the physics engine at hour 46 and removing player-decided rotations calmed those problems down a little bit.
That actually feeds into @thedashdude's observation, as there actually is an unimplemented fourth crate-destroying machine that balances out the incinerator and acid sprayer, but it caused a lot of bugs so it got cut.
And finally, @scottgoldsmith, the weird order of click-the-space and then click-the-button is like that only because it is simpler to implement, albeit at the cost of UX. In retrospect, taking time to think about what is most intuitive for the player instead of just what's easiest would have saved the player from some of the walls of text in the beginning of the game.
Thank you all for your feedback! I'm learning a lot about how to better organize myself during game jams and I appreciate the honest reviews. It all makes me wonder how many things other games *mostly* have, but that weren't finished in time for release. Good luck to you all in the judging!