I mean, I could nerf it so that you don't get the H/K until intensity 8 (instead of 4) or whatever, but since the whole request behind the plot was "add an H/K to the SF" (correct me if I'm wrong, Faulty, it was your request), well, that seems to be missing the point.
Well, why not have the plot influence the time it takes for the H/K to form, rather then an H/K form altogether?
Keywords: Independent of AIP, difficulty, or player action, one hour in.
Some of these variables can be changed, no?
For me, when I heard the plot, I thought "The SF gets a lot more freedom to pick and choose how it spends its budget". Meaning starships, experiments, core units, even the occassional H/K...
but the idea of an H/K mearly being tacked on? That just isn't nearly as entertaining.
Even taking the digression of whether it should be part of the budget or mearly added on, the extent of Hunter should be not be adding just H/K's. It should be a variety of units, with H/K's being rare and the crown jewel of the SF force. The H/K should come several hours into a game, not within the first hour. Plenty of other units should be part of the force as well.