They didn't say it was a 2k base destruction mechanic, they say that it's current implementation needs a buff, but they believe that 2k energy (plus other factors you have listed) is to low for the effect to be to complete destruction of a starbase or the disabling of a starbase for an extended period of time.
I mean all of this is conjecture until tomorrow, but based on how it's described one destroyed module is far too weak.
I do believe there is a misconception with how people define 'disabled' starbase. I think many think temporarily disabling a base means instant take over once your fleet goes rolling in. I think it would instead effectively make the starbase have the offensive capability of a regular un-upgraded outpost, but it would still have the same health and defensive capability of whatever type it is. That means it's effectively the same as taking the starbase normally but without taking nearly as much damage. There would still be time to send your fleet over to try to deal with the aggressors (at least by my understanding)
If that's not enough, then what else could be proposed to make it worth the expense (which is mostly time) to make it worthwhile?
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