It could also be made to decloak whenver it loads or unloads ships.
That's actually what I was suggesting, not it losing cloaking when any ship without cloaking was inside.
I think the problem is that it's too tanky and does too much damage.
It only does damage when there are units inside (unless you've loaded it up with infinite no-energy, non-transport immune hacker products), and a lot less than the units would be doing. And it's supposed to be able to withstand light fire, which it can, and not heavy fire, which it can't.
So you prefer ships over turrets. What kind of tactics do you use to stop waves/CPAs/Exos etc. Do you transport your fleet past AI planets with Assault Transports or do you just crush everything in your way with brute force?
Waves: switch command station to militaryIII, bring in entire fleet, kill.
CPAs: depends on the CPA. If it's one big hammer, I engage and kite in AI space. A bunch of little attacks, and I'll split the fleet into two or three taskforces to wipe them out, starting with ones going for important irreplaceables. The long-range core turrets (spider, sniper, missile) are really helpful for the distributed version. Warheads if I'm about to lose an irreplaceable.
Exos: Hive swarm, preferably, though my superweapons-on unlocks look a lot more like yours.
AI homeworlds: I carve a tachyon path, then bring in the whole fleet + some number of warheads (a few high-marks for the first, everything for the second) under cloakers/in assault transports. I've never seen one of the response exos yet. Warheads handle waves in the endgame as well.