Overengineered, and overly overlapping with redstone.
1. Observers can read changes of blocks as well, and there are redstone contraptions capable of reading the flow of items from farms or the approximate level at which the silos are filled with.
2. Weather setup? What's that? If you want to know what the weather outside of your deep underground bunker is then use a daylight detector and make several lines that get powered depending on the exact output of the daylight sensor (it mildly decreases if the weather is rainy and moderately during thunderstorm, but not as much as during the nighttime). Use comparators and r-torches to shut stuff down when given power.
3. Note blocks and discs? Uh, we have two different things...
First thing are jukeboxes and music discs. They can be changed at most with resource packs and otherwise use built-in soundtracks, you can't share any of your own music without sending the music files via other means.
Another thing are note blocks, they are redstone components and play only one note when powered. It's possible to make them play custom music, but in order to do that you need various note blocks tuned to specific sounds connected by a precise redstone contraption. And the way contraption is engineered creates the music, it's a composite of built-in short sounds into one and doesn't use external music files.
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Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better than rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.