I was going to wait until the crafting measure passes, but I'm already in limbo here, so I'm guessing if the measure doesn't pass, it's all going to be the same answer ...
I'm looking to craft the following (in Sirian):
A few doses of thermite (I expect this to be cheap; aluminum and iron oxide) so I can use it during sessions.
Hydrazine (also cheap; a bonding of ammonia and bleach) http://en.wikipedia.org/wiki/Hydrazine#Synthesis_and_manufacture
Dinitrogen tetroxide (http://en.wikipedia.org/wiki/Dinitrogen_tetroxide) which may be more expensive, but provides sulfuric acid, which is a plus.
I'd also like to construct a fairly simple mechanism of pumps and combustion chambers, plus reaction wheels, connected via a small mini-computer (likely a recycled cell phone) and a radio antenna with a reception range of about 600 km, and basic transmitting capabilities. Oh, and parachutes. I will be getting most of the materials for this from parts of Carver's room, which didn't need so many walls to begin with. It's expense probably depends a lot on how much equipment is available around the station.
The plan is to break assembly into two skill groups; chemistry and hardware. (I know that per the proposed rule, only one skill would really be necessary, but I have two skills, so it would be fun to use them both.)
The character's buying power is rather limited, so I'd prefer to make everything that might require making.