Fair points across the board. Honestly i never expected to get it right the first go, I'm no proffesional when it comes to game design. This was simply a thought exercise that might spark some inspiration in the paradox team but even if it didn't would be fun none the less.I'd like to offer just three simple points, of which I think you could iron out some of the problems involved with such a system.
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1) There is no reason tile blockers should prevent armies from passing.
Implementation explanation: There is no need to make the task more difficult on the attack AI.
Lore explanation: Tile blockers are meant to make it difficult for settlement. Space armies should have no problem climbing a mountain, walking through territory with a few scary predators, across algae beds, or around volcanoes. Real armies do as much, and these are sci-fi armies we're talking about.
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2) Armies should be able to beach-head wherever, and armies should be able to walk directly from one edge to the opposite edge (implying a spherical geometry.)
Implementation explanation: If the worry was that the enemy would be able to encircle your capital quickly, this is just as true for border landings. After all, you can put your capital near the border.
Lore explanation: As long as the land isn't shielded, planets are spherical and armies can land anywhere. Read the Red Rising Trilogy's Iron Rains.
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3) There should be a risk to fleet strength involved with staying in orbit around a planet for longer. That is: planets should, as long as their fortifications remain strong and the planet remains uncaptured -- they should shoot back.
Implementation explanation: At the moment, there is no meaningful way to come back from a war without a fleet, and this is just because fleets are the only offensive unit and fleets are the only thing that can destroy fleets. The first is acceptable and makes sense. The second isn't, and harms gameplay, making long, drawn out wars feel pointless.
Essentially: there is no meaningful gain to be had from successfully defending a planet. Just less loss. This is a problem for game design.
Lore explanation: There doesn't seem to be any reason planets wouldn't have an arbitrary number of planetary defense cannons, surface-to-space howitzers capable of blowing up ships in orbit.
Implementation Concerns: I think the simplest manner of doing this is simply the AI generating a number of space howitzers proportionate to the planet's fortification capacity, and randomly placing them on tiles with pops. When an invading army takes the tile, the space howitzer is destroyed. Sufficient orbital bombardment on un-shielded planets can take out a few howitzers automatically as well.
My only counter points would the Ground-to-Space weapons should be a building on the tile set that could only be silenced after ground forces secure or destroy it. As for landing anywhere, possibly? I would think that it makes sniping powerful and important buildings to easy.