Intriguing. I like the overall idea.
I can see a few hacks being more useful than many have given credit for. The "supply hacking" could not only buy you an additional 4 worlds of deepstrike avoidance, but you can also use transports without attrition for up to three of those worlds (assuming there is nothing that blocks supply). That's a lot of planets to bypass without threat (especially beneficial next to a core world, since you wouldn't have to capture anything for the transport range). The updated hackers sounds like an improvement over the current split in hacking units as well. And I really like knowing just how much a hack will affect the response...it's kind of hard to tell with the current implementation.
@Cinth
I'm a bit surprised when you say that hacking doesn't add anything to your game. Out of curiosity, what game type do you play: AIP, superweapons, FS, etc? I would think that if K was that essential to you--and understandably so--you would K hack planets for an additional AIP-free K bonus. Of course, if you level the whole galaxy with FS before finishing the AI, I would understand not K-hacking what you will capture anyways
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