The thing is, forts are designed for chokepoints and chokepoints are the optimal defensive strategy (arguably required for end-game exo waves) and the fort is really the only thing in our toolkit that is really designed for chokepoints so I don't want to mess with them.
I don't really see Fortresses as
designed for chokepoint defenses. They may be ideally suited for that role, but only because of their immense firepower, but most of their other traits are irrelevant. Put them up close as meatshields, lose the radar dampening. Put them out back for ranged support, why bother with that hp? You've got better things to repair with. It's not like they'll agro anything or seal up a wormhole.
On the other hand, I see the intended role of chokepoint defense as going to turrets and mines, although the balance for that role is less ideal than ever due to 90 million health Heavy Bomber Starships, other Starship changes, Carriers, etc. In theory Heavy Beam Turrets could compete in the raw damage category, but when you're facing some of that crazy (good) HP, Turret's immobility and limited range starts to count against them.
I've had previous co-op games provide very satisfactory results to lightning turrets up to mk3 acting as crowd control on a wormhole.
Where I see the intended role of fortresses is a sort of forward operating base, supported by missile turrets, snipers, miniforts. Put down in AI territory, you get full use out of the HP, repair, regen, range, dampening, and agro, not just the firepower of the thing. It's a beautiful tool to support an early MKIV ARS hack, securing the center of one of the X's on an X map that you cannot take and you KNOW that patrols will pass through while you're operating in another wing, fighting off zenith bombards, etc.
I'm not proposing any specific changes to forts here, but I'd say I wouldn't mind shifting the focus of chokepoint defense to turrets. Theoretical arbitrary numbers and concepts: add a fourth mark of standard turrets, keep the cost at 5000 K, so... 500/1500/2000. Buff damage output and fire rates where appropriate (lightning turrets?), give player anti-superweapon tools, some sort of turret capable of grinding through 54,000,000 health (MKIV bomber starships are very common system defenders against a Mad Bomber), a sort of Arachnid, and buff Oribital Mass Drivers to
at least Arachnid guardpost levels.
I'm currently okay with the current chokepoint balance... but if we were doing a sweeping overhaul of choke, turret, and fort balance? I feel we should aim for a different balance of power. Need to balance the Fallen Spire campaign? Don't shift the duty to forts, shift it to (new, defensive?) spire only buildables. Weight hard golem/spirecraft and exo-galactic strikeforces in the thematic direction, and if the golems given to you aren't sufficient counter, then perhaps they are scaling up too heavily.
On the other hand, if we were going for incremental change (because really, who knows where the balance will be by the time we reach the next expansion and it's totally new ships), well don't fix what (fortresseses) is still working, until it stops working.