What beats me is why there's a need for the constructor to arrive in the first place.
Sure it's a game element... Which degrades into nothing better than a pointless mountain of micro faster than you can say "Look, Martha! Those folksy shipyards are making one constructor per turn!". From that point onwards it's nothing better than a ship-moving chore and a management screen juggling lumped into one big pile of disappointment.
IMHO it should only take one to establish a base and chose a "focus" for it. Maybe one more per added feature (such as relic farm sensor upgrade etc) and in worst case one more per new "feature" of the econ base. But DEFINITELY not one per upgrade level per feature.
If you're worrying about balance make the construction modules cost more, or make the stations require money to upgrade instead, or even force the player to defend the "supply routes" to the bases. Just stop the "micro hell" nonsense already.
Or better yet, stop the star base spam altogether. You know, so that it actually get to be a weighted decision and not a management mockery that it is now. "Look!, there's half a reason to put a star base here! Now, where's my constructor? Shipie-shipie-shipie..."