I've never heard of someone saying that they like an interface cluttered with useless information or near useless information as they try to determine what is or isn't useful. Could you give me a context of where having tons and tons of information on the UI makes the UI intuitive and easy to use, because I can't think of any game that got that right; I can name a ton of games (I should name some = Command&Conquer Tiberium Wars, Dark Reign 1, Rimworld, Spacebase DF9, Supreme Commander 1, Master of Orion 3, Starlords 2, Civilization 5 Beyond Earth, Earth 2150, No Mans Sky, and Planetary Annihilation to name a few) that put too much info on the screen and made the UI hell to use, but can't name any that had a cluttered UI that was useful.
I may be misunderstanding you, leeor_net, but the problem you describe isn't about maximum capacities; it is about the total resource drain per turn. If the player knew that their total metal drain was 2800, and their production was 1500, then they'd be losing 1300 metal per turn. Knowing your maximum capacity wouldn't be useful information, in this situation. Alternatively, if their drain was 1500, and their production 3000, then they'd be storing 1500 per turn, a net gain. In that single situation, knowing how much capacity you have would tell you when you would reach your limits. ... Unless you stating that as a resource is consumed, so is the storage space that contains it and thus you need to build new storage space to replace the ones lost? If that is the case, that is counter-intuitive, which is why I don't think it is the case.
I'd suggest that instead of concerning yourself with how much your capacity is on the main UI, you instead place the total drain of a resource next to your current resource on the UI, and place the maximum capacity elsewhere. If the player knows that their current production exceeds their needs, then they would look up their total capacity, to determine how soon they would reach capacity or maybe decide to increase resource consumption to pull the number down. Otherwise, it is useless info to have capacity on the main interface. Current resources and current consumption of resources on the main UI, yes. Capacity on the main UI, no.
Sounds like a lot of overcomplexity, for resource upkeeps, that detract from the gameplay. Are you sure that this stuff, that can easily wipe out a colony, due to sheer carelessness on a player's part actually improves the gameplay experience by having them there? Just because the original Outpost had some feature, doesn't mean it was implemented properly or adds to the experience, in fact I'm sure there are several things in the original that didn't make much sense. Anyway, that is my feedback and opinion.