Cool beans! Lots of changes were just made to it after Keith's feedback, so you might want to take another look at the document. Major changes:
1. Fixed a note about the scouting that was wrong.
2. Removed some "existing" hacking things that are not presently used.
3. Range buffs and debuffs aren't feasible right now, so removed.
4. Fuel and power buffs have been removed.
5. It now just uses the regular wormhole network, rather than letting you add and remove nodes, etc. That could be interesting for later, but is soundly out of scope for now.
6. No actions can be undertaken by the antihackers except for blocking you and kicking you. No actions themselves.
7. The name "hacker" needs to change in some way, but not sure just how. These are no longer people, they're some sort of... controlled things. Hacker drones, for now. But something better is needed.
8. For all the major/minor/etc tier things, those now have a baseline cost that was minor, and then just get stronger based on however many guys you put on it. Simpler, but I hadn't been sure that was going to be possible.
9. The gravity mechanics have been changed in their details, and since those block exit from a planet when strong enough, anyway, the black hole effect that is separate was removed.
10. Sabotage for AI buildings has been added.
11. Build speed boosts have been added. So these can work like engineers, and baseline build speeds can be reduced, potentially.
12. Tachyon and cloak reinforcement have been added, though without details yet.