Well, I don't see it as even that tentative: converting massive numbers of small ships into smaller numbers of big ships is pretty much the order of the day, nowadays. I'm trying to keep most games in the 40,000 to 70,000 ship range overall, whereas in the past it could get to double that. I'm also trying very hard to keep most battles to 2,000 vs 2,000 at most if at all possible, whereas before it could get even crazier.
Given the recent changes to how the AI deals with impenetrable human bottlenecks, my old idea for the HKs wouldn't work anyhow (and it was complex enough I wasn't keen on it, as well as feeling a bit unfair against the humans). Versus this is more like a linear conversion, which makes sense for way-too-high existing numbers of mobile ships in the same fashion that carriers did for way-too-high incoming waves and barracks/carriers did for way-too-high-immobile-defenders.
Either the AI's growth has to be halted at some point (which really isn't feasible for threat in particular), or there has to be some way to collapse things down into smaller chunks when things get too crazy, is basically my point. I think it should work really nicely as a broad concept, though I'm sure quite a bit of refinement will be in order once we see it in practice.
I'm just saying that I think the concept of "collapse many ships into one beyond a certain threshold" is unavoidable, especially with the weak garbage collector in unity (but for performance reasons, even on slimdx this would have been smart).