I'm not sure why starbase HP would be a big issue, what with the MANY upgrades to attack and defense.
All of them are worthless unless you manage to aquire them early enough for them to matter... No starbase can be expected to survive against a huge hulled ship late in the game as huge hulls can be built in every way, combat wise, superior to starbase.
As far as I'm concerned, there are way too many starbase modules designed for starbase defense. There are 18 modules from the starbase fortification techs (6 per tech level), another 6 from normal ship weapons and defense technology (3 from weapons, 3 from defense), another 4 from larger hull research. Together, we get 28 starbase defense modules (some civs do get a few extra though). That is way too many starbase modules to build when they can't adequately defend a starbase. For the number of constuctors you would need to build, you might be better off building a huge hull instead.
________________
Maybe if some modules became obsolete when new versions were researched, we would have less of a mess. Once that happened, you could only install the new versions, and any starbase that had older versions would need to be refited by a constructor to get the new versions. This idea would reduce the number of modules we would have available to 13, clearing away about 15 modules.
Perhaps if a passive increase could be applied to the battle stations modules, we might be able to reduce that number by another 6. You need the first battle station module be installed for you to install the modules you can get from normal ship weapons and defense research anyways.
That would leave us with a total of 7 modules, and a significantly reduced logistics mess.
________________
Anyways, hopefully something gets done for galciv version 2.0