On the golem repair costs I can just give them a 0.5x repair cost multiplier. Or 0.6x, or whatever. The Regen golem already had a 0.1x repair cost multiplier or something like that.
Anyway, I wasn't trying to make them massively more expensive to run, just more expensive to initially activate and somewhat more expensive to repair (which is now less needed due to not having attrition).