For all of those worried about a "hunt it down" style thing like the dyson antagonizer can happen sometimes, if I am reading this properly, it seems to me that this would only happen on planets with large accumulated threat (not threat-fleet) on AI planets that have been there for quite some time, which almost always means "building up" outside of a chokepoint. This means that the "warp relay" would almost always be on a planet adjacent to a human planet (pretty much the only way I can see a warp relay being build >1 hop away are strange cases involving beacheads on AI or nuetral planets).
That said, I always have found it somewhat distasteful mechanics that would allow the AI to "magically teleport" anywhere they want. If they could do that, why wouldn't they do that as soon as you started taking more planets to cover your homeworld. It seems like a blatant violations of their own rules they are supposed to follow.
I would much prefer them to do more "traditional" raiding techniques, like stuffing raiding ships into transports (or carriers, whatever), maybe escorted with cloaker starships or whatnot, and making a beeline into inner worlds. Those don't feel like cheating.
Now I get that ultra choke-points can stop even those dedicated raiding tactics, so I get a "no warpgate needed warp" style warp may still sometimes be needed. But it would be nice if the AI at least tried those conventional techniques before falling back on "lol, I didn't need warp gates after all!". It would certainly feel more fair and a "soft counter" first. Jumping straight to a hard counter that plays fast and loose with established rules just seems like it would piss people off (and indeed, has, as the existing counterwarp posts have done). It seems like this would piss people off (or at least annoy) almost as much, but just somewhat less as no longer is required to trigger, accomplish a short-term goal, and has some softer counters for the triggering conditions. But the mechanic, once fired, is just as hard (read, annoying). EDIT: In other words, I would like something where the triggers to the mechanic are more soft-counterable as well as the mechanic, once fired, being more soft counterable (or at least at first, and save the hard counter, rule-sidestepping mechanics as more of a fall-back, not a first thing)
Just my thoughts.