Time to pitch in with my 2c...
A lot of the current proposals seem good at first, but (imho) only shift the issue:
1. Admiral/Fleet caps
A flat fleet cap is pointless, because 2 half-doomstacks flying together still have the same effect as a single one.
The same goes for admirals, it just makes late-game more annoying by 'forcing' you into any and all leader pool & level techs & traits. It provides no incentive to split fleets, only rules. Game Design 101: Any arbitrary rule to limit players only limits enjoyement of min-maxing, not the reason/source of the problem.
2. Fortress improvement
I admit, stationary defenses could use a bit more HP right now, but even then, as fleets keep getting bigger, they get outclassed yet again. There is reasoning in making them inactive at 1 HP and anyone can repair them to own them (and possibly gain tech) or some sort of tactical mechanic, but with all but hyperdrive FTLs being able to jump anywhere they wish, the chokepoint effect is severly lost, compared to the history-based Paradox games.
#MapsMatter
3. High-value planets
While a lot of people have suggested to "make them more valuable," very little actual ideas have come forward. Warscore increase would just make wars shorter (or doomstack fights a 0-effect part of war, but still decide the victor) but don't actually solve the doomstack issue by themselves, because they punish all combat, not just doomstacks.
4. Combat complication
To me, this includes any fleet power reduction, supply line or other pure combat/economy mechanic added to counter doomstacks. Any such mechanic will simply be the "anti-stack, anti-fun" mechanic. Most of these suggestions only focus on the effect on doomstacks but ignore any additional effects as well. For example, the supply chain will incentivise strictly circular expansion, to reduce the amount of border the enemy can cross and raid your supplies. As stellaris lacks geography, this means circle empire = best empire. (Relative) Fleet power reduction does nothing outside of making fights lasts longer, as you still want to build up a doomstack as much as possible just in case the other guy brought more friends than expected.
My actual 3* cents:
(*) That inflation!
1. Defensive measures
If anything, a smaller radius on stationary defenses (e.g. the range space stations have when building defensive structures) would allow you to scale up defensive power per system as the game progress, almost as if having a non-FTL battleship fleet hanging around ... with auras.
Having the option to move stations (e.g. 3 month windup+cooldown for FTL, but can't fire weapons while doing so, and/or arrive at low HP) could also help in making them feel more engaging and important. More so if you would add the immortal/capturable effect on them.
Alternative: Defensive fleets with greatly (factor 2?) increased FTL speed & reduced upkeep, but can't go out of your own borders. Toggling defense on/off has a cooldown, similar to policies etc.
Should allow non-expansionists to max out their fleet caps very easily, without limiting their economy (and thus, scientific progress) which would thus force the aggressor to shorten the war (by splitting a fleet into planet assault squads) in order to survive economically, as they are effectively paying double for the same fleet power.
PS: Why are shields on space/research/mining stations still not a thing? Especially with extra shield regen! This would greatly improve them vs smaller raiding fleets (a couple of Corvettes can take out any station at end-game right now) while having little extra longevity against actual fleets. I know it's counter to what I said as
2. Evasive maneuvers
The option to set a fleet to Evasive during combat. Evasive fleets have 30% more Evasion, but 30% less Accuracy and Damage, and will try to move out of the gravity well to jump back to the last 'safe' system. (or towards the nearest safe system you own) Evasive maneuvers can only be stopped by jumping into a safe system.
To differentiate: Emergency FTL will now jump (with movement speed, but no range limiter) each ship to a random system you own, rather than have a mystery timer. Damage/Losses remains as is. Once jumped, each ship will try to gather the fleet again, moving towards the largest, oldest ship (e.g. oldest Battleship, or Cruiser if no BB alive and so on)
This pushes Evasive Maneuvers forward as a 'controlled escape', while still allowing you to skedaddle out of traps, albeit with a disorganised fleet. EM would be auto-engaded for Evasive-stance fleets, so science ships would be relatively safe unless truly ambushed.
3. Planet value
It might not be as much of an aid right now, but what if occupying a planet turned the current pops into your slaves for you? It would mean you can 'loot' enemy planets for resources while still needing debris for research, while ending a war with occupied planets returning is a massive grievance for non-slaving empires.
Hope I contributed something useful here
