Interesting game. I liked the concept of the charge matrix, but it ended up more of a burden to the gameplay. I either clicked way too much, or ignored it, there wasn't a good balance.
The theme caused problems with this design as well. I'm used to a box filling, say 75% and stopping to mean that my strategy is good, but if it only fills 25% before stopping it's bad. Inverted, the bar fill 2% in both cases, and then is suddenly maxed when you hit the right button. So you don't get feedback, and the charge matrix is useless unless each cell is at 0.998 or better. And later it was hard to tell if I even got it right, because multiple boxes would fill and autocomplete and all stay at 2%'s.
Choosing the order of upgrades could be interesting. At first I thought it was a bug that research point cost changed inconsistently (or rather, didn't change once chosen, making the order matter). Makes me wonder if there wasn't another weird feature I missed? It wasn't in the info screen. But concentrating on research cost meant I didn't pay attention to anything the button did. So by the time I had 2 charges there were too many upgrades to re-evaluate (and the charge is different on each), and you lost me to arbitrary clicking.
plus, the scroll bar didn't work (and I couldn't fix it in css), so I don't know how far I got or what the benefits were.
I would have like to play til the end, but I knew less about the game the more I played.