I like the consumable goods idea. I hadn't considered something like Medicine just taking up warehouse space. Wow, now there's a rabbit trail to go down. Something to put on the back burner until OutpostHD is up and running as a fully fleshed-out product.
The rabbit trail I'm referring to is the medicine or, more specifically, life-limited goods. Medicine and food come to mind with this. We're going to build medical and agricultural facilities as part of our colonies. We have to, people get hurt, people get hungry. So, instead of letting the medicines build up, why not put in a means of a random injury rate. Someone gets hurt, they go to Medical, medicine is consumed and the quantity is reduced by that amount. Same with food. You've already established something that says, "this many people consume this much food per turn" and use that as a consumption rate. And if you don't have enough meds or food, population starts dropping, then goes morale, until you get to the point of a ghost town. I've played Planetbase a few times and while I have a problem with their AI, the part that sticks with me is that you have to assign people to manage food production, materials manufacturing, as well as other durable and perishable goods, medicine being one of those. I don't want to see OutpostHD get into that kind of minutiae, just that if you're going to make goods, have a means to use them. If they are perishable, then give them a shelf life. I know that I've focused on the Medicine aspect, but it could apply to any number of products produced.
As I said, this is something to look at later, not necessarily during development, as that just creates another branch of work that gets in the way of a finished product.