First off, we want to thank everyone for the response to the mod, which has been overwhelmingly positive so far. We're glad everyone's enjoying it, and we appreciate the feedback we've received so far.
Some of that feedback has switched around our priorities a bit with regards to planet defences, partially addressing some bugs and partially reprioritizing. Since yesterday, there's been a few changes we've made:
1. Planets: Health has been doubled accross the board, and we've fixed a bug where the shield gen structure wasn't actually granting the shield. Also, we've made shields an inherent part of the planet, more accurate to how it is in Star Wars where the generators are based on the planet. So, once you research the shields/upgrades, they automatically apply.
2. Golans: There were a few bugs with how they targetted, making them seem a lot weaker than they were, and they were missing their shields. While we're still worried they may end up being a little too powerful when properly functional, we've also given the Golan III a hangar, which allows one squadron at a time.
This of course isn't everything we plan to do, but it should alleviate some of the problems people were having with planet defenses.