The same logic applies with superterminal pulses. It's always going to be the half-at-once superspawn that I calculate around, because it's by far the most strength at once, so any survivable end-response will mean that the individuals are trivial, or the end-response wouldn't be survivable.
I see what you're getting at, but there's a difference in how you can approach the tactical problems:
1) The enemy just threw some ships at me, and I know it's going to do it again in another 15 seconds or so, and again after that... and I need to hold this particular planet (having no control over superterminal seeding).
2) The enemy just threw a
lot of ships at me, but there's not going to be a follow-up attack (necessarily), and I no longer have to hold this particular planet.
In other words, your options for dealing with the end-response are broader. You could engage in the irony of spending AIP warheading it (which may still work out in favor, depending on how much extra AIP you got out of the ST for it). Or, more reasonably, you could fall back on the distributed defense of your empire, which tends to greatly diminish the force of that kind of normal-threat attack. Neither of those approaches really fits for the during-the-hack fights. I think the variety is a good thing, in theory.