Firstly, I still haven't played with this mechanic. I don't want it in my on-going game.
Question for anyone who doesn't like this feature
Anyway, the question is this: during your play of AI War, how will this feature affect your game in a way you feel is negative?
In other words, what about your experience is going to be different (and apparently worse)?
1. Having the CSG nodes dictate what directions I should expand to, whether I'd want to go there or not. Maybe I'd ideally like to expand to east, but majority of the nodes I need are to the west. Thus I'm forced to go west at some point. If both routes lead to the ultimate goal, it's no longer a useful choice to take the east route. The CSG node seeding dictated majority of my direction of expansion, and does not allow me to win without taking the route I less desire.
In Short: Reduced freedom with where and how to expand.
2. Being forced to take ARS's. No matter how highly these should ideally be regarded as, the ships you get from them are still sometimes fairly useless as nothing but cannon fodder. And like implied by some others, the ships are rarely worth upgrading beyond Mk1. And Mk1 ships have next to no use in endgame. Well, aside from being cannon fodder... for a few seconds. If I want to try my luck with what the ARS spawns, I'll go there. If I don't, I want to ignore it.
In Short: ARS's aren't incentive enough for this mechanic. They're not always useful.
3. Being forced to take Adv Factories (assuming one compulsory node is on such planet). Now someone is probably going to go "WTF, you don't want and Adv Factory?", but the thing is, sometimes the Adv Factories just spawn in places you do not want to go to, because it's not worth the trouble. I posted an example somewhere here earlier, of a game (without this mechanic) where the closest Adv Factory I could find was far beyond the AI home worlds. Basically, the map forked into roughly three clusters from my own starting cluster, two of the clusters had an AI Home, the third cluster had an Adv Factory. The thing is, the route to that cluster actually snaked around the AI Home clusters. I had no reason, no desire and no incentive to go there, and being forced to do that would've definitely not been any more interesting or fun. Honestly, I would've just started a new game. I did finish that game without Mk4's though. Or rather, I got nearly full caps of Mk4's already by reclaiming AI stuff. I wouldn't have needed to build much anything from an Adv Factory at the time. (on a related note, while reclaiming ships is fun, it's also currently pretty much broken system, because with MRS/Engineers tagged along, you can pretty much build your army using the AI as a factory. But that's a somewhat different, although related issue.)
In Short: Adv Factories aren't always a necessary capture, thanks to other ways of procuring Mk4 ships.
2B&3B. Well, basically having to take any specific planet is an issue.
4. Five new things to keep track of. Even if there would be notes in the Objectives section or not, so far I've rarely had a reason to look at the Objectives screen. Keeping track of things has been simple enough that I haven't needed to. Remembering five different networks and what their status is is not easy or simple, and work like that is not why I play AI War.
In Short: Additional tracking of what's been done and what's not. Annoying chore.
5. Five new filters to browse through on the galaxy map. A chore. Clickety-click. No other mechanic requires shifting through multiple pages of things to check what's where.
In Short: Cumbersome and time-consuming.
6. Almost everything involved with this mechanic forces you to do things, instead of encouraging you to do them as a powerful or useful, but not necessary maneuver.
Is there anything that's going to be better from it? Are there aspects you like?
Having necessary objectives to complete along the way to the main goal is a desirable idea.
The primary network is a decent idea, it's a simple, easy to follow, single objective with small steps. One type of unit to keep track of only. There's very little work involved in keeping a track of one such objective as a whole. If it was the only network, I don't need to keep a track of Objectives most of the time, as I can simply check the AI Home to see if it's protected, and if it is, I know that I need to destroy more A nodes, instead of having to check what node I'm missing. (I still think there should be more A nodes and they shouldn't be on ARS planets only, to give the player a chance to have alternative desirable directions of expansion.)
It does make me expand more and take planets farther away, which is good. But to do so should be encouraged, and it should have rewards attached, but it should not be required. At least not most of the time.
Making some tactics harder is an understandable and justifiable change. But blocking them completely reduces overall options and does not contribute towards making the game more varied in experience. Ideally all tactics should be useful sometimes, but no tactic should be completely invalid.
Closing words:Encourage players to change tactics with more incentives and slight penalties. Don't force them.