I think 4500 would be closer to right. People usually will have a FactIV, especially with CSGs/Lazy off.
I'm fine with the AdvFact just being an awesome thing to have. If it turns out to be
too good I'd rather handle that with something directly related to the AdvFact rather than putting the burden on the mkIII tech costs.
But why are we doing this again?
Over the years there's been a lot of "power creep" specifically in the things the game gives you for free. Most/all of the mkI starships and turrets used to require K to unlock, for example. Stuff like transports also had to be unlocked. But many players weren't getting any fun out of those units being in the game because they wouldn't try something new if it cost irreplaceable K (not particularly rational since you can just play throwaway games to learn stuff, but this is one area where rationality is beside the point). And then we added the free IIs to the ARS's (back when CSGs were introduced, there was a lot of complaint that ARS's weren't worth taking; since then we've added hacking and drastically improved the balance of bonus ship types).
Free stuff aside, the starting K amount is quite a bit higher than it used to be, and K costs are generally lower than they used to be. And the amount of K per planet was increased from 2000 to 3000.
And that's just K-related buffs, not even getting into m+c and e (both of which were made easier by way of making the game more fun, so I think it's a net gain for the game).
It's not like those changes were made in a vacuum, so it's not like the AI hasn't gotten stuff too. Compared to various points in the past, the AI is pretty vicious now
But it does seem that player buffs have outpaced AI buffs in the 7-through-7.6 range. The ARS-giving-IIs thing is just the part that sticks out as most obvious to start correcting that. And it may be sufficient, we'll see; I'm not on a nerfhammer campaign so much as not wanting to let things slide further towards a point where 7.6 is where something like 5 should be.