2 may be too low, I dunno. But when I did the math, that plus the 1.5x-each-time rule means that sabotaging a total of 8 units costs about 100 HaP. 9 brings the total up to 150, 10 brings the total up to over 220, and it just gets more absurd from there.
So the idea was to basically give the player up to 8 (maybe 9) "get out of jail free" cards for dealing with particularly nasty RNG jerk-moves. Of course, even playing just those 8 has a substantial opportunity cost, so if you can limit yourself to, say, 5 (with a total cost of about 27) you have a lot more available for other things.
So now when you're facing a really brutal AI HW you may be able to do one or more of the below.
- If the ARS non-default types include one that can help you break the knot, hack for that.
- If the AI has a ship type that would help you break the knot, you can copy that.
- If there's a fab out there with a type that would help you break the knot, but you really don't fancy your chances of take-and-hold for it (or just don't want to spend the AIP), you can hack it.
- If the AI has a ship type that's really really messing up your chances, you can disable that (though this is best done before its got a ton of them on the homeworld and/or in the SF, naturally).
- If there's just some really annoying superfort/core-ff/etc combo, you can push the "make it die" button for those.
- If you really need to get in a solid cloaked strike on a target to have any chance of taking it down, you can sensor hack.
Chances are the really nasty situations will preclude some/most of those, but I think the situations where NONE of them work are getting more and more rare as we expand the toolbox.