I've been doing a little more playtesting. The basic Spaceport version seems to have some sort of issue with TAC, like it doesn't seem to be working properly. Then the more advanced version off of Github seems to function properly with TAC, but it's totally convoluted and I'm gonna have to continue playing around with it to figure it out.
When I can manage to get it working, it does indeed seem to generate resources pretty slowly. I may end up messing around with the cfgs a little bit, but in its current state it doesn't seem too OP. Ideally, it's something you'd drop at a moon/planet station, and supporting even a small team long term would require at least a couple modules.
Whenever I get around to starting my career mode, I'm gonna want to do something to nerf it a little so it doesn't become too OP. Whether that's pushing it deeper into the tech tree and/or making it cost more (once I figure out how I want to incorporate money), and/or just lowering the resource output, it'll be something along those lines.
One of the guys helping with it has put in a ton of research into it (apparently he's an actual plant biologist), and he's come up with some modified consumption rates for TAC that supposedly tie in well (found here: http://forum.kerbalspaceprogram.com/threads/62631-BioMass-Ongoing-Development?p=922053&viewfull=1#post922053
). So if I can figure out to get it working properly, that seems like a good place to start.