The other alternative is to increase their cap as well as increasing their detection radius a bit. If they move at a reasonable clip (I can't remember their speed), and you have half a dozen of them as a group, it's not so much of a problem if one or two get taken down. It would make them more viable as start-game wormhole defense too; so you don't have to go for the tachyon turret almost immediately with higher AIs, like you currently have to.
I'm going to start with the radius, and we'll go from there. But good ideas!
The radius increase actually works well. I've started using them on foward-assault wormholes; ones that I don't intend to have a permanent defense around because I'm about to attack their planet at some point in the near future. Works well to filter out space planes and the like.
In other news, I finally gave up on this horror of a map. Would probably have won it, but I expect I would have gotten to the same point as the other player who had insane levels of defenses at the final worlds. It just got way too slow a slog to take over the worlds leading up to the 2nd research station I found, I hadn't had a chance to finish exploring the last quarter of the galaxy (behind a tech IV/Ion Cannon world), where I'm guessing would have been the V planets. FYI, I was up to having taken over 12 planets, one advanced factory, one advanced research, and the AI had 255 points.
Random notes:
Repair station is pretty useless. I'm guessing it didn't get any upgrades when the engineers did. It doesn't seem to have the "wander around and repair" defense ability; I wouldn't want it to wander the entire map, but at least be able to repair my fleet would be good. It also has the issue that it's a "ship", so every time I direct it into the center of a pack of ships to repair them, it moves to the point, then tries to a free spot again, which is inevitably either the center of the wormhole, or more likely the edge of the ship pack. And with it's rather small range it doesn't really repair much that way.
They probably need a bigger range, but even then I'm still not sure if they're cost competitive with a handful of engineers. They're not all that useful for world defense, since a pair of teleporting engineers is cheaper and does about as good a job. They're not much useful on the offense since they don't "group" with offensive ships when you box-select them (so you have to be picky and pay attention), plus they move slower then even the cruisers do. Speaking of which I tend to find my scout starships die way too often *because* they group like that.
Lighting missiles are rather average. Granted they decimate pretty much everything in their 1000 range, problem is I sent one to clear out the entrance of a tech II world. It nicely detonated instantly when it entered (they really can't have much health... then again this is a munitions booster filled world), but only cleared out a circle in the middle. It looks like the AI had built enough defenses to flow out to about 2000 to 2500 units around the wormhole. So the range of this missile probably need to be rethought in light of the new AI's defensive techniques. Dropping the damage as a consequence to increase the radius might work, but it's really somewhat useless at the moment.
Tech II missile turret depends on the rocket-turret, which I've never really used. Seems a little odd since they don't really serve the same purposes. Maybe have the tech II sniper turret depend on the rocket turret instead or something? They would seem to have better "synergy" (*shudder* I've obviously spent way too much time around managers at work...) that way.
I did notice a couple of things on this long game though; there's not enough "candy" research, and there's not enough big-ticket items to spend large chunks of cash on (other then basically missiles), unless you do the expensive starship research.
The "candy" research has the same effect that having a row of sweets next to the checkout at a supermarket has; abusing the human mental weaknesses with short-term/long-term cost/benefits analysis. Essentially, due to the cost of the various "necessary" upgrades, you'll usually have have 500 or 1000 knowledge left over. So if there's more research in the 200/250/500/750 range, and you're not about to hit another planet just yet, you'll have a tendency of wanting to acquire another "shiny thing" now, rather then later, even though the long-term benefit might be better not too.
It doesn't have to be a new ship or anything, it can just be something to customise your particular civilisation to suit your needs.
Like for example on my start position every world next to me had a forcefield and a special forces base. Now if I had the option of, say, paying 200 knowledge to get a -10% cost on my Tech I bombers (and *only* the Tech I bombers) produced, I might go for it because I really need the bombers at the start. In the long run I've penalised myself since I'll probably have to take two planets to get my Tech II bombers rather then just one, and really once you get to about Tech III, the Tech I bombers are both cheap, and mostly used as chaff anyway to protect your more expensive ones so you're not longer getting the value of the research. But they helped you when you needed it, short term.
Just things like maybe:
* -10% off the cost of a class+tech level of a ship.
* +NUMBER of a class+tech level of a ship (bonuses to the number of a special ship of course would be even more expensive...).
* "Ai soothing tech", spend a chunk of knowledge to reduce the AI level by a point. Might make an interesting decision actually; do I spend the 2000 research I just got from camping a world and destroying it's gate on eliminating the +10 AI progress it, or do I invest it in some new tech. Might be an interesting passive/aggressive gameplay type.
This is probably more for an expansion or something though, since it's a relatively big change to the way the game works.