Yea, having planet capped "mini" versions of galactic capped defenses sounds like a reasonable compromise. It works great with forts, and having something like that forforcefields and some of the rest of the turrets sounds great. Would still preserve the distinction between "classes" of defenses, but help with "quality of life" in non balance destabilizing ways.
mini-versions It is not a
compromise - it is dealing with a different issue than the issues discussed in the OP. That doesn't make it a bad idea, but it does make it a different one.
Fundamentally, planet-capped "mini" versions of galactic-capped defenses that aren't capable of serious defense but does stop utterly trivial attacks is a quality of life improvement for minimum and low AIP games, while appearing to do little to address the games where players
can afford a lot more defenses and have to defend more because they conquer more, that being "what memo?" games, Fallen Spire games --
or just games on the ordinary difficulty setting, rather than the high difficulties that practically enforce minimum-AIP gameplay.-----
As you seem to have been around here for a long time and can be assumed to have tried just about everything by now, do you have any input on the two suggestions I raise in the OP: worth/not worth dealing with, how to deal with them if worth it, etc?
#1) Move from gameplay mechanics that overwhelmingly reward focusing on a single chokepoint (my #1) to one enabling strong defense in depth or distributed defense, so long as the economy can support it.
#2) Making it such that defenses can scale greatly by knowledge~AIP expenditure beyond that which is possible now, without doing it via Golems/Champion mod-fort mechanics (both of which can scale in AIP)? --- in other words, lessening the difference between the ability to create monstrous chokepoints at high AIP when you've got Golems/Champions enabled and when you have not, by enabling the player to continue paying knowledge~AIP to upgrade defenses using options available in the base game, such that enabling Golems/Champions for defensive purposes primarily gave you different
ways to scale your defenses in AIP rather than being required for it in the first place once you were past the fundamental defenses. (They'd still give completely different offensive options, of course, but I'm focusing on defenses here, since that's where I perceive the lack to be).
The way it works now, I really do wonder how Keith manages to balance this sensibly, such that what is a challenge with Champions/Golems enabled to boost defenses isn't absolute murder when those options aren't enabled. Then again, I don't have enough experience with the game yet to say whether he has succeeded or not at that task, but it has got to be a terrible mess to balance either way.