The numbers in the game are currently leading only to one conclusion: with most of the upgrades bought, the only structures worth it are grandmas time machines and anti-matter condensers. Everything in between is just a step on the ladder to get to the good, efficient structures.
Because of that, the current efficiency formula seems somewhat lacking, as it promotes the cheapest Price/CPS upgrade possible. As it may sound effective, it is not, when juxtaposing later structures with the earliest ones, i.e. buy cursor with low price/CPS value, even if there are other structures available and would yield more cookies overall.
For an example, please refer to the attached screenshot.
If the tool developer were kind enough to add the ('Add CPS' / 'Payoff in seconds') value described in the title of the enhancement, it would be easier to judge what to buy next. Pointing out the next structure to buy by checking only the Price/CPS values seems inadequate.
With the current system, when the user wants to buy as few structures as possible (i.e. 1 of each and wait for the next one available, clicking like mad or idling in the meantime) then it makes no sense, the system proposes to buy more cursors, while they may be cheap and their price/cps factor is the lowest available, they are not the best choice.
If possible, make several sorting patterns to be chosen from, with the current one marked as 'legacy' and the new ones with their own names.
It would be a further enhancement if formula 1/(Add CPS * Price/CPS) could be included in another column as well, as it shows the added cps in relation to price - effectively disregarding the cursors and other structures when they are simply not viable.