Gentlemen,
I don't have a current game with an appropriately damaged starbase to check via function, however I have checked / compared the StarbaseModules.html files of v.1.70c[b].001 and v.1.61. They are identical.
In case you have never used the Starbase Hull Repair Kit in actual play, be advised that it only shows up on the list of available modules when a constructor arrives at a Starbase that has at least 1 hit point of battle damage. In that case, it shows up as the LAST item in the module list when you are queried about what to do with the constructor.
Re some of the other comments here:
a) I have often destroyed multiple fleets of an opponent in a mid game war with a single well found resource SB, backed up by some constructors positioned to dash in and repair between waves. To the point that those losses were a princple reason for that attacker to seek peace.

You rarely need to arm an Influence SB, if you accumulate 14 constructors on the fringe of the cultural area of your target planet, then dash into the system and max out the influence base in one turn. 2 bases is even better. Opponent may react badly within a few turns, but at least one of the system planets will probably flip by then. (Don't try this with the Yor unless you accumulate enough constructors to build ~3 SBs, however.)
drrider