There is a group of people who are against any form of destroyable asset in any system. Apparently they wish for the lose of any system to be meaningless. I disagree, and for example would welcome a +AIP penalty on any player's Command Station death. I feel like we shouldn't be trading systems with the AI casually. The unlimited resources already give us the ability to rebuild anything given time, and time isn't even that big a limiter because the AI doesn't have a lot of follow up. So what if a CPA nearly wipes you out? You've got hours until the next one. Same for Exos. About the only thing you can't afford to let wreck you is a wave, and the only time they will is if you AIP or difficulty gets excessively high (and for some people even 10/10 isn't enough to get waves through).
I really want the ground I take to be meaningful, and my loses to be equally meaningful. Defending a system doesn't really get me anything much if I stop the attack one system further in. I mean nearly everything I have leaves debris which auto-builds when I move back to the system, so it isn't even like it requires any of my personal time to recreate my defenses. Stopping the attack in System A or B doesn't matter, and isn't even interesting homeworld aside.
So I'm going to assume people against destroyable assets aren't just really bad at defending, and instead are playing extreme difficulty games and/or really nasty maps that are hard to defend. I believe the solution is to give us more methods to defend many systems. Stealthed Repulsor turrets that push back like the Military CS but only work on large ships, mines that are improved as we improve our turrets and attack with those attacks (MLRS mines, Laser mines, etc), Wormhole Cloakers that hide nearby worm holes but aren't themselves cloaked and are priority targets for the AI even when they aren't actually hiding any worm hole, Blackhole Turrets that pull a set number of nearby enemy ship to them and then release them which allows you to chain several of them together to move a chunk of ships around, and other means of slowing/delaying/splitting/redirecting ships or even cheapy thinning their numbers.
Overall I believe that would yield a more interesting game.