Also, in response to the "but I have big guns on mah ships" posters, boots on the ground will ALWAYS be a requirement in war. Yeah, you can glass a planet if you want to, but people can dig big holes to survive in, as well as shoot back at your big spaceships. You might also want to live on that planet after you take it too. Burning all the living material on the surface won't really help you do that, now will it... There will always be a need for infantry.
Yes, people saying that ground combat isn't essential in terms of capturing planets are silly. But that's not the important question here - we're concerned about ground combat's place in the game
as a mechanic the player needs to interact with.
What you really need to consider is whether ground combat needs to be a visible and interactive mechanic, as opposed to an abstraction. An abstract ground invasion mechanic could function similar to EU4-style sieges, with an invasion progress that ticks up as the fleet blockades. Specialized modules could exist for bombardment and troops that would affect the speed, and defensive buildings could slow down progress.
Much simpler, provides the exact same functionality with regards to the outcome of wars as the current system, can easily be tweaked to make invasions take longer or shorter, and does not have a system that is entirely unconnected with the overall course of the war. And ground combat is still "in" the game, so complaints about "You need ground invasions in order to actually capture planets" are rendered entirely moot.
Is this necessarily the best choice for what to do? I don't want to say that. I'd prefer a
good and interesting system for planetary defenses that can actually affect the war over a super-simplified system for sure. But comparing an abstraction of ground combat to the current system, I'd much rather prefer the abstraction. Besides, it's important to treat opposing arguments charitably and address strong versions of those arguments, not trivially dismissed ones like "ground combat is entirely unnecessary."
Side note: talk about "Ground combat is part of the genre and therefore should be in the game" are bad arguments. You still need to justify why Stellaris should have the arbitrary elements of SF stories you've chosen for it to have, you can't just say it exists somewhere in the genre and therefore must be part of Stellaris. Besides, it's an entirely subjective claim; detailed ground combat might appeal really hard to the WH40K fans, but personally I find military sci-fi to be absolutely boring drek and don't care if it's in the game or not.
Discussion about justifying the inclusion of ground combat should absolutely be limited to "Does the inclusion of the mechanic make the game more interesting to play?" An interesting mechanic is appealing to everyone, not just those into war stories in a space setting.