I, for one, think it's OP. It's a permanent, so it's just as hard to destroy as a actual pillar. But its effect, after 3 turns, makes it BETTER than a pillar, not to mention providing creatures for bonds and mutation/oty fodder.
Now, let's assume it's a creature at 0/6 and compare it to the queen. The queen costs SIX *air* and TWO *life* for the ability. This generator costs not only a measly three quantum to play, and it's GENERAL quantum no less. While the producers wouldn't do damage, a lot of times the firefly's main purpose is mutation fodder and to fill up creature spots for bonds.
And the firefly's ability just isn't very useful. When you have a duo air and life deck that requires that much of each, making it a trio deck just to use the firefly's quantum just doesn't work out as well. With the quantum machine, you wouldn't be forced to use two elements to use it. This could make it versatile, but more than likely it'll make it OP.
Tl;Dr: Make it actually cost an element to play (let's say entropy) and make it cost 6. Then make the ability cost, say, 1 earth.