Look to hit this sector with a warp gate wave to eliminate the turret threat.
Bring in ships and leave the shields at the same time.
Build counter-snipers in place of additional ships.
Cloaked ships would be good at eliminating snipers if they've been left as a beachhead alone.
I like these, but I kind of figured that this was mostly coming up after you had already kicked off the warp gates and the command station, so the AI wouldn't be able to reinforce directly. These are some good ideas, though, I'm sure I'll do something similar.
And I had a move bug with a non-combat ship, sent two science ships on a five sector jump from Voip to Verach, one ship moved properly but the other stopped moving upon emerging in Orier. I discovered the problem at 03:36:00ish
Here's an autosave from (I think) before I started moving them.
http://cid-79dfbf37bf7ef7d3.skydrive.live.com/self.aspx/Public/Autosave.sav
This sounds like a non-bug annoyance that I've seen a few times. Were you manually giving move orders? If so, it's possible that this one ship left the planet it was on before you finished giving all your orders, so it just went to the planet you had selected and not all the way. That's what it's always been with this, so far at least.
To combat this, in the next version of the game the auto-suggested paths are significantly better, so that should require fewer manual wormhole paths...