I think it goes without saying that most everyone is disgusted with the way Starbases are currently built. People get around the multiple Constructor issue in various ways, but the fact that they find ways around it simply indicates that it's not fun - no one actually likes making all these Constructors and trundling them all around the neighborhood.
I'm proposing an idea for the devs - something that relies on a built-in mechanic that can be used to ease the problem, and hopefully also "fix" a related "problem," perhaps even several problems.
My recent post on the "Strength Starbase" thread gave me an idea. Instead of making Constructors, why not make Starbases a bit like Planets with a limited Build Queue? That way, you can assign a queue of modules to be built and then never has to mess with that Starbase again.
Where will the production come from? From Planets, of course. We already have "streaming" resources from the asteroid mechanic. This time, it's simply the reverse. Starbases need to be linked to planets to acquire production to build their modules. The further away they are, the less of the planet's full production they receive. While aiding Starbases make modules, planetary build queues are put on hold. Once the module making is finished (or discontinued), the planet is free to resume its normal build queue.
Of course, some deep space Starbases make more sense than others. This can be managed several ways. For instance, Influence Starbases almost need to be far away to be of any service in converting enemy planets and projecting useful influence. Their Influence Modules can be made to have a distance discount to offset the distance penalty for production - films and stars are easy to export. However, defense modules and such would not have the same discount - hardware is still tough to trundle across the vastness of space.
Not only does this model offer the verisimilitude of expensive deep space Starbases, by freeing the Starbase from the quantum value of the Constructor, one can expand module balance and variety with greater vitality and with a more precise measure of balance. A faraway Influence Starbase could have relatively cheap Influence modules, but expensive defensive modules, for instance, whereas a nearby one would have relatively the same Influence Module cost, but substantially cheaper defensive module cost - all using the same simple algorithm.
Modules can be more robustly balanced against each other and achieve greater functional variety because they now don't need to be balanced against the cost of a Constructor.
Constructors can still serve as a focal point for Constructing Starbases - as in you need one to start one off, or you need one to start one off AND in order to build modules. You won't need gazillions of them, but you'll need to have some handy for repair and upgrade work when necessary.