Ok, I don't know all the ins and outs myself. I just know colony tech is hinky. There are some hard code rules that can easily be broken in a mod that cuase problems.
I made a couple changes to the tech area and components files that I think do what you are trying to accomplish. Basically insteaad of using the Tech Level as a requirement for the colony modules I gave them each a requirement of all three colony techs. Then I changed the tech area file and made all three colony techs start and raise level as 1, instead of the default of 0. This works in my tests. The player starts out with all three colony modules, and medium tech you start with Tech Level 5 and high tech you start with 20.
Don't really know why it works this way, just that it does.
I'll attach the files if I can figure out how.
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EDIT: Ok, files attached.
Geoschmo