There is a number of problems with eco stations:
- Many resource spots on HWs make harvesters good in early-game
- Their limit means they dont scale well into late-game
- They have very useful alternatives
The last point i think is cool and probably should remain. Having multiple interesting and viable options everywhere is kinda the point of like every update.
The other points need to be countered by serious advantages, and the current resource income balance between harvesters and stations is not enough. The economy system has been buffed enough already, so I'm strongly against just buffing the eco stations.
The harvesters need nerfs. But how about also some creativity?
For example, instead of the shield tech, get 2 branches of "extensions" for harvesters - combat and resource.
Resource extensions are put on the basic harvesters like shields, but only give resource bonuses, like the current MKII and MKIII do (still nerfed though)
And the other branch would be combat add-on, with the same module system as riot starships or spire stuff. Add some slots to mount shields, guns, maybe low-tech HBC's and so on. Basically, this would turn harvesters into human guard posts of sorts.
For the automation, have a togglable setting "always use highers mark resource harvesters/combat harvesters/dont autobuild harvester add-ons".