#1 and #2 are fixed for 2.900. For #3, I'm not going to mess with that anytime soon because I really want more data first. I'd rather having something like that be too weak (and thus not useful) than too powerful (and thus completely game-breaking). Right now if it is a bit on the weaker side, that can be resolved later more easily. On the other hand, I suspect that some people will figure out some clever ways to exploit these -- with golems, high level ships, something -- that will make them moderately-powered in normal circumstances and high-powered if you play your cards carefully. So, this is something where I just want to wait and see for now.
Incidentally, regarding your turret ball under the force fields -- that's really shooting yourself in the foot, a bit. The attack power of ships shooting out from under force fields is reduced so much that it's going to make it harder to defend. Better to have the FF over your command station and maybe a dock, then have the turrets arrayed in front of it with the dock also churning out ships to fight in front of the FF. I'd imagine that you would get more success from that alone. Also, potentially "spawn camping" the enemy units as they come out of the superterminal might work well. And, this might be one of the most useful places ever for lightning turrets -- just build a little forest of those around the superterminal, potentially, and that might make a huge difference.
It's potential exploits like that which make me worry that superterminals will turn out to be too powerful in the wrong hands even as they currently are. I suppose we'll see. I'm going to move this to strategy discussion, so that people can comment on #3 as they encounter superterminals.