I don't think this has been adequately established.
Consider:
a) We have a subway. It is a subway that goes under the ocean. Who built it?
b) There are a few locations (one party house) where you can find an electrical outlet. Where does the power come from?
c) We find a few locations (Toxic Moon, at least one seam street) where we find barrels of radioactive waste.
d) On the other hand, our stills look quite steampunk, we do most of our work with hand tools.
e) At the same time we have FP Grills, Blenders, Spice Grinders, Crystalmalizers, and other tools that would appear to need electricity.
f) We also have alchemy, chemistry's ancient precursor.
Here's three reasons why I'm posing the question:
a) In terms of suggesting new ideas for gadgets, vehicles, and suchlike, it would be good to know what is truly Glitchy, and what is not. In my mind, we don't have a ton of advanced tech. We have some cleantech (fuel-cell based blockmakers). Otherwise, we seem to have the remnants of advanced tech (the subway).
b) There seem to be some inconsistencies in the Giant Imagination story -- IE, which giant imagined toxic waste, for Giant's sake?
c) If we DO have electricity -- say -- where do we get it? Because I think TS has an opportunity as it's considering Custom Housing to say, okay players, if you want to have a home that's not lit by fireflies, you need to build a windmill, or a solar array, or a waterwheel. Or you need to connect to the grid, which would probably entail something horrible, like a monthly bill.
At the end of the day, I think there's an opportunity for TS to iron out some narrative inconsistencies, and perhaps as housing is being considered, another opportunity to expose players to some really interesting ideas about sustainability.
(Edit: This point about sustainability is an aside; this is not explicitly promote sustainability as a value, although that would not be a bad thing -- it's more about creating internal consistency with respect to narrative, and possibly to give players choosing custom real estate in the future some other interesting ideas/challenges/constraints to navigate in making their choices. IE: Living close to "urban epicenters" might have associated utility costs while living far away might mean you need to ensure your home has adequate access to power. But this is a really granular point and is far afield from the original idea of asking you, the players what you think the level of tech is in Ur.)
Your thoughts, as always, are invited!
~Crash