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As it is right now, the missile gets built and launched via 2 timer blocks that turn the merge block of the launcher on/off. When the merge block is on, the missile gets built, when it's turned off the missile launches.
To modify the launcher so that the missile always gets built, and then launched with a button press, I'd recommend having the merge block always on, and the having a button linked to 2 timers, that turn the merge block off and on in a quick sentence (1 sec delay on both should be enough).
I believe this modification should work the way you want it to!
Any tips to make this change easily? Basically I want to always have a missile cluster printed, but then launch when the button is pressed and keep printing and launching until the button is pressed again. I think it's a relatively easy change based on the event of the base merge block being on or off, but I can't narrow down which block to change.
1. The missile needs to be fully built
2. The missile needs to be fueled up to some degree
To take care of the first issue you need to set the "MissileLauncherTimer Start/Stop" to a specific time that allows the welders to fully build the missile. Sadly the missile can't check for whether it's fully built, so you better be stocked up on resources to allow the complete construction.
To take care of the 2nd issue you can change the parameter of the "MissileEventController check" that allows the missile to depart only when it's filled with fuel above a certain treshold. However this is not much of an issue since the missile will usually fully fuel up before it is finished building (unless your launching platform doesn't have hydrogen at the time - than the missile will wait as mentioned)