Survey Module IS free after GGB....you just don't pay attention. And no, we don't really care.
Aaannnyyywwwaayyyss.
The OP asked about Starbase modules that are screwed up, well only one, but he hasn't noticed the others yet I guess. I've modded that file extensively, so here's what I can tell you about it.
Devastation beam has a mass driver and a missile equivalent.
The mass driver version is called Atlas Sling and is available mid-way through the mass driver tech tree at Singularity Drivers.
The Missile equivalent is called Matter Detinators (sic) and isn't available until the end of the missile tech tree at Black Hole Eruptors.
Subspace Ripper, as pointed out, doesn't actually exist, so the tech requirement is ignored and the only Real requirement is to have Battlestations installed first.
With the exception of the Battlestations series, these are the only modules that give starbase attack outside of the Starbase Fortification tech tree. There are also corresponding defense modules given at the end of the appropriate defensive techs, except the shield version, which for some reason, is available 4 techs earlier.
Speaking of Battlestations, were you aware that Battlestations II through IV are supposed to give Defense as well as Attack? Unfortunately due to a code limitation, one module may not have 2 or more abilities attached to it, so the first one (StarbaseAttack in this case) is the only one actually used.
Battlestations are a requirement for most Starbase attack and defense given through the Starbase Fortification tech tree, with the exception of the attack modules given by Starbase Fortification II and III. Apparently they forgot to place a module restriction on those upgrades, so they are available as soon as you research the tech, even if it's your first module. This is inconsistent with the corresponding defense modules, which are steady upgrades of each other.
Along the Cultural influence tech tree, the first tech, Xeno Business actually gives you a module that is an upgrade to the diplomatic influence module, Interstellar Embassy. There's already a module upgrade for this on the appropriate tech path. It's just a second one, for no apparent reason, and with no furthur upgrades. The REAL Cultural tech modules start with the next tech up, Cultural Domination which gives you the Franchise Center.
While most of the Economic module upgrades are available with the corresponding industrial tech, for some odd reason the fourth one requires Advanced Computing. No real reason there as far as I can tell. Most people I don't think really notice, since Advanced Computing you usually get WAY before you ever research Manufacturing Centers, which gives you the 5th upgrade.
The AttackAssist module Fighter Drones and DefenseAssist modules Beam Interceptor and Protection Fields are the only ones that require Battlestations to be installed first. No such restriction is placed on the massdriver or missile equivalents. Mass Driver AttackAssist modules are also slightly better than the other two, but since mass drivers mostly suck, this more or less balances out a little.
I'd place my mod up there which fixes all of this, but it also has modules to techs that don't exist in the original game and really can't be used stand-alone. Maybe I'll make a pure fix mod someday that doesn't change anything about the game except all these little inconsistencies. Hopefully though, the Stardock guys will eventually get around to fixing this file, and such a mod wouldn't be needed.