Steam player here with over 1100 hours~.
I played three games, unfortunately, all of them were lost on the new patch.
I play solely on the grand admiral setting with progressive AI bonuses set to always, this means that AI most often than not can field a much higher fleet than me at the time.
As mentioned multiple time in this thread, defensive stations are handicapped severely by new combat changes.
My usual tactic against AI was to pick up Unyielding tradition tree and Eternal Vigilance ascension perks early on, so even If I lost fleet combat or two during initial wars, my border would hold, and I could slowly gobble the territory or bait the enemy into attacking a base with fleet waiting in ambush in the next system.
Where previously a tier 3 starbase (buffed by traditon and ascension perk) equipped with hangars and gun slots without any defensive platforms could fend off a fleet that was roughly 1.5x its fleet power (except if it was equipped with torpedoes) till late-game or at least decimate it severely, now it dies miserably to a few measly corvettes and frigs due to newly introduced mechanics.
This is mostly due to the new minimum range mechanic, and due to how starbase assigns weapon modules:
- Missile slots give only torpedo slots, which on their own do nothing. Would be better to have a mix of normal missiles and torpedoes. I saw it too late in my missile playthrough...

- Gun slots generate whatever type the highest tech you have, so if you by any chance have gun technology higher than lasers, then the minimum range makes it unable to target corvettes and frigates that stick close. Yes, medium-sized guns don't fire at corvettes and frigates because they are too close and I just watch in despair as they slowly nip at my almost defenseless base. Would be better if it always used a mix of the highest anti-armor, and highest ani-shield weapon and doesn't have a minimum range if deployed on starbase OR even better, if we could make starbase templates like in the early versions.
- The hangars are overall decent slots, but due to missile slots and gun slots (with their minimum range) - three sets of strike craft can hardly fend off even smaller fleets.
This makes turtling with an unyielding tradition tree and eternal vigilance impossible and these two underwhelming options became just worthless - whereas before the AI couldn't penetrate all the borders at all, due to not being able to overpower specialized defensive citadels unless gathered into death stack - which made it much easier to bring my own death stack to counter it. It forced AI to play as I wanted - to have manly showdowns with their whole fleet, a grand space battle, instead of playing cat and mouse over half galaxy.
This is a bit of my rant, but I suggest, please give us:
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Starbase templates - which include both components AND defensive platforms (types and amount), and allow us to (one click) pay one time to upgrade/queue building at all. Components and upgrades should be first, then platforms (if any are defined). Because setting these 40 bastions manually late game is taking hours of my life.
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Remove minimum range on components that starbases/defensive platforms use - Because corvettes invalidate any stationary defense by just sticking closely

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Buff unyielding tree and eternal vigilance ascension perk - so it can at least partially mitigate new torpedoes mechanics, as citadels just seem to go boom by being near 10 frigates equipped with torpedoes...
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Give some point defense to stations - because citadel having zero doesn't make sense if it goes boom when near 10 frigates...
Overall good work, but I feel like the defensive structures aspect of combat rebalances was totally omitted.