Actually I find Military command stations to be incredibly useful, but then that may very well be because of my particular play style. I tend to play 7s with Golems, Spirecraft, Botnet, and Fallen Spire enabled (actually all 4 of those I always have) on Maze style maps. A Spire City with a Military Command, using the MKI and MKII Spirecraft Attritioners, as well as spider and sniper turrets, can hold off almost any normal wave the AI throws at me. Throw in some Heavy Beam Cannons, add Counter-Sniper/Missile/Dark Matter turrets, and a grav turret, all of which are covered inside the City Shields, and you have a choke point that can fend off most exo forces without needing micro or even a fleet to defend it.
The translocating shots bounce around enemy fleet ships while the spider and snipers tear them apart. The Attritioners are doing 7.8k per second to everything not immune to attrition damage. Add in the counter turrets on the City to reduce the things that can fire on the shields, the grav turret to prevent things like Eye Bots or Raid Starships from diving the command station or the turrets through the shields, while the Heavy Beam Cannons just add to the sheer power of the city defenses against the few things that are not being bounced all over the planet by the command station. Later on, I start putting some Mobile Repair Stations and Golems in there just to make sure it never gets breached.
Admittedly this is a niche build, and I might be the only person who plays like this, but I feel that it goes to prove that properly utilized the Military Command stations can be incredibly powerful. It may be a niche piece of tech, but used right it fills that niche very well IMO.
-edited for better reading/spellcheck