
I finished all milestones and all tasks without even touching the wires and logic, I just didn’t feel any need to. And now I suddenly found myself having to create a full MAM. Well, not “having to”, but, you know, being expected to.
I feel that the game lacks some extra tasks on the way, that would require the player to use the logic gates, to get acquiainted with them gradually. Relying on curiosity is not enough.

I think i remember the first game having orders for shapes that were alternating between two variants, something like that would be a good way to introduce the tools you need to make a MAM
Something like: you can only make X amount of this building and it must produce shapes A, B, and C, which is impossible without the wiring and logic

Not quite; this approach would require scenario locks. Currently the player can build any factories for any shape in any order, or even in parallel. I feel that removing this ability would be a move in the wrong direction.
What I have in mind is (very raw, unprocessed sketches):
a) have unpredictable mines that produce a mix of shapes, which you then have to filter;
b) like Callz2k suggested: shape dependencies (e.g. the Vortex wants two types of shape, and they have to be supplied in turns, one after the other, or they won’t be accepted; this needs thinking over, since you can’t scale properly with this approach; also in this task wires will not be a requirement, strictly speaking, you can still do that without any logic, but with logic/wires it should be easier, so we’ll have some incentive to learn and use them);
c) maybe add the ROS type of randomness earlier in the game, but not on a full scale; for example, one of the tasks could be: CuCuRuXu, where X is changed randomly after every 5k shapes out of total 20k goal; and you’ll have to use a global receiver to read that shape, and build a logic circuit to analyze and substitute just that one sector of the shape - basically, you’ll have to build a very small basic part of the future MAM.
