We could make it so that you get 1/5th as many minefields, for instance, and make each minefield 5x larger and so that it lasts 5x more times. That probably wouldn't be the end of the world, since those are contact style fields. In fact it might actually make them more useful.
There were a few little problems that made me make mines into single-use. First that damage boosts such as the Military Command Stations affect them, so it was causing weird things like a Paralysis Mine set up to hit 5 times to only hit in 3 or 4, because it's killing itself faster. Second was they had a tendency to start being repaired all the time, so Engineers were rushing to their deaths.
I believe I could make those changes work fine. Just those two issues would return, though they're not the end of the world either. I do like how making them lower in number would allow for reasonable translocation based minefields, without the funny chain reaction madness.
But for turrets, making it so that there are 1/5th or 1/10th as many of those, and they do 5x or 10x more damage and have the same amount more health... we'd easily run into cases where reload times are the big limiting factor, and/or they all start needing multi-shot of some sort.
Agreed...Concussion Turrets would meet that point very quickly. Though maybe even 1/2 would be a big improvement without going too far into those cases?
I can think of one big improvement as a side effect of this: Fewer Grenade and Tesla visual effects. Those can be a bit unpleasant.
I want to note one oddity I spotted - these lines:
"Ok, now there are at least a 60 minefields in the beginning of AI War 2."
"(Visually there could actually be more turrets-> as there are 5 currently visually on a single count)"
These are Pre-Fleets things. Turrets don't show up in groups in a single unit anymore, and you don't start with Minefields on every planet either, though you do have more real Turrets and Minefields when you start capturing Battlestations.
Maybe some of these thoughts could be applied to Strikecraft? Fewer but better? Not to the degree of 1/5 or 1/10 though I would think. That'd help with a space problem maybe (the sheer number of units all running decollision logic) and the feedback that they're very chafty.