Nah it was always meant for post-moonlord, I just felt like I had to nerf patient zero because it dealt too much damage, so i guess i nerfed it a little too much then?
I was using a number of different modded gear, but at the time (and because I didn't realize there was just simply an accessory for this) I made the entire Xenium armor set to get past the water and used that up to the boss.
Before I started the fight, I got rid of all the sludge in the arena as to not bounce on it. After that I buffed up, with alot of potions.
I didn't breeze though PZ's boss fight, he took a good while to kill (as did Project M.A.C.E) so that meant I wasn't overpowered or anything.
But those lasers, I'd say they arn't quite strong enough, PZ lets the player know where he's going to shoot them and gives them more then enough time to get out of the way, I think if they did 2X it wouldn't break the boss but it would raise the challenge factor just a bit.
Everything else as is, is pretty fine, when you play with a bunch of mods it's difficult to get a good balance feel so maybe it's just me.
I think a Hinted attack like that should deal more damage than it does, the rest of his attacks (especially those green homing shots) are difficult to avoid and shouldn't be buffed.
Again the way the lab handles progression is honestly great! It's a great dungeon (even if it's not RNGenerated) and it was alot of fun, I hadn't Experenced anything like that since modded Starbound, great job!
Every mod is always geared towards a different feel or challenge, or personal taste of the author. So again, it's hard to say, but this is my feedback.
Oh and one more thing, I heard you can gather the lab tiles after PZ, but I can't seem to figure it out.
He doesn't drop anything that makes a pickaxe that I can see.