It counts only if it’s actually there - the blue combat die is exclusively used for fighting the Pirates.
In case of an “emergency call,” the die roll result is not counted – that would be a little too easy, because one would always be able to complete this mission with just one additional Booster. The expression “total power” is used because “number of Boosters” would lack precision, given that there are Level 1 and Level 2 Boosters. Therefore, two Level 1 Boosters can definitely provide you with a total booster power of 4. More precisely: “Booster strength” plus die roll result determine the “flight speed” – but the “emergency call” does not ask for the latter.
Your way of playing was correct: in this mission the target planets are indeed considered as additional Lost Planets.
Yes, in this case you inevitably also lose resources and passengers. However, usually you can still move the starship in such a way that the poor passengers are spared and another Module gets hit.
No, because they aren’t Colonies. If a player owns, for example, a Colony and a Production Module marked with a “2,” he receives both a resource from his Colony and a trade good.
The number of trade goods, fuel, food, carbon, and ore is indicated by white resource markers in the respective cargo bays. Therefore, trade goods are also amongst the resources. Science is not a resource. Therefore, the number of science points in the Science Module is indicated by a purple science marker.
You can use the Trade Module only once per turn. It is up to each player if he wants to use it ONCE to buy either one or two resources from his opponent. It is not allowed, however, to buy something first, then sell it, and then buy something again, because that way the Module is used twice.
The Level II Trade Module continues to be the same starship improvement as the Level I Trade Module. Upgrading a Module from Level I to Level II does not mean that you have something different now but that you can make better use of the logistics, communication, or whatever else the effect of the improved capacities of this Module may be. Therefore, using the Level I Trade Module and the Level II Trade Module on the same turn would mean that you are using the same Module a second time – however, each Module may only be used ONCE per turn.
“Forced trade” via the Trade Module is only allowed during the Trading and Building Phase.