I agree for the most part. Travel time in the Honorverse is longer than in Stellaris, though it is faster than most Moo2 clones. It takes weeks to months for a fleet to reach a deep strike target and only hours to wreck havok in HV. Compounding that, you've got little to no sensor coverage in hyper and interstaller comm speed is limited to ship speed. So flying your doomstack around to intercept other doomstacks is a no-go. The only way to defend your assets is to sit on them, and the best way to find a large opposing fleet is to hit something they absolutely have to protect.
I think what this shows as well is that the relevant tactics and strategies in a given sci-fi setting depend entirely on the many, many factors and choices related to speed of travel, communications, sensor techs, damage and defense capabilities, etc.
This is a perfect example of why tactics and strategy make no sense in a vacuum. It's very easy to talk about these things in history because we all know, more or less, the rules of the game. In sci-fi, you have to define all of it before you can start talking about tactics and strategy.
In Stellaris as it exists now, the following is true:
1. Communications and sensors are FTL.
2. Ships are visible at a relatively short distance from your border, but speed of travel is such that it's hard to intercept. But it's also true that it takes so much time to fly around in-system and do damage, that you DO have time to get a fleet to the invaded system before anything really bad happens.
3. Damage takes a long time to inflict on basically anything.
Stellaris is extra challenging because it tries to bring in so many tropes. This is why a hyperlane-only game is more strategically satisfying because there's a clearer set of rules and limitations to build strategies around.