They added 5 different resources to this game with one update - fragments, blueprints, supplies, benefactors and researchers. No wonder they can't balance the quantities.
This update should have been restricted to two resources. Fragments and supplies. Right now, we need 14 supplies to every researcher or benefactor for an artifact maxed to level 5; most worthwhile artifacts will still only be worth upgrading to level 2 or 3, based primarily on scarcity of supplies, and will need none of the other two. Based on what I have acquired so far, the available ratio is more like 4.5:1.
Blueprints are also an unnecessary addition - you just turn fragments into blueprints by churning fragments. This could be done without the extra step. And blueprint count is hidden away - you can't even see how many you have until you actually select upgrade on an artifact.
As things stand right now with the Dock, players will end up swimming in researchers and benefactors long before they have the supplies to use them with. So those dock expeditions that were switched to provide one of those two will not have replaced a valuable reward with something worthless. Very bad move here.
I would suggest the following to simplify this into a system that doesn't need as much balancing:
Fragments should make artifacts, and be directly used to upgrade them. Artifacts are sold to get some of your fragments back, no requirement to make and then sell for blueprints.
The ratio right now is 100 fragments to 25 fragments and 15 blueprints on average (75:15, or 5:1). Presumably some losses are intended in getting rid of an artifact, so call it 3:1. Just multiply the blueprint requirement for upgrades by 3 and put it in fragments instead. And let us sell back bad artifacts for 70. That should leave everything even, but with only one resource.
Supplies should be the only resource required to unlock levels of an artifact. Merge the other two into supplies at some ratio, and change the expeditions they have already modified to just provide supplies.
My suggestions assume that the system was not intentionally designed to encourage players to spend crowns to balance out the missing resources. But if you make the opposite assumption, then the current system is exactly what they want, and changes would be counter productive.