I think the design reason for having ARS not showing what they have while fabricators do is valid and a good one.
I understand said reasons, but disagree.
EXAMPLEI have started with grenade launchers, which have excellent shielding but terrible hitpoints.
I notice that one of the AI bonus units is the shieldbooster.
Now, if I combined the shieldbooster with my grenade launchers it would boost the grenade launchers to a level of shielding close to that of spacetanks, making them vastly more effective. I want to pursue a stratergy in which I gain access to shieldboosters as soon as possible.
With ARS unlocks visible, I would think 'Top priority: find and capture that ARS!' I would unlock high teir scouts and seek out the shieldbooster ARS. I find it, lets say 6 systems away. From thereon, my early game stratergy would revolve around getting a force to that planet, cleansing it and capturing the ARS asap.
With ARS unlock invisible as is, I would think 'Man, I sure hope I capture that in my first ARS!', attack the first nearby planet I find with an ARS then facepalm when it unlocks deflector drones.
one of these settings allows a layer of meaningful strategic decision; one of them does not.
I understand that fabricators are already visible is intended to mitigate this to some extent, but being able to unlock all MKs of a ship buildable at your spacedocks has a much larger impact on strategic decisions than being able to fabricate one MK of a ship. Leaving such a large element of the game to chance is frustrating. Personally I would preffer fabricators to be random and ARS visible