The most recent changes to starbase construction, does alter the manner in which we spam constructors, (potentially) but they offer no real benefit.
It actually took less effort to set a rally point next to the starbase you want to construct, and move it around as you complete starbases, than it does to utilize the individual request constructor option that is available now. The old way required slightly more clicks, but was also slightly faster as several of those clicks just required left click spam to add a few dozen constructors to the queue.
Here is the problem.
I have a system. no star bases yet. Optimal starbase setup requires a minimum of 5 economy starbases for a system. A decently loaded economy starbase mid game requires 15 construction points to complete. That means mid game, I need 75 constructor points to outfit one system. If I have 2 modules on a constructor, that means it takes 38 constructors to outfit one system (the initial starbase for each of the 5 included). If I haven't researched enough miniaturization to put two construction pods on one ship, and i'm not pragmatic, then it requires 80 constructors to outfit the same system. If I have a measly 3 systems to outfit, that means 240 constructors. God forbid I'm playing on a ginormous galaxy, where building up those starbases is even more critical early game.
Some micro management can take longer than starbases (getting exact month production out of each planet upgrade etc.) but the benefit / time investment is very poor on these. Failure to properly build starbases makes massive differences in game play.
Two players, doing a non super micro game... one starbase spams the other doesnt..... the starbase spammer will completely stomp the non starbase spammer. The same cannot be said even remotely for any other micro, other than customizing ships. (which is fun, unlike starbase management).
SOLUTION: the solution is easy. remove the need to apply so many starbases. Do not allow starbase benefits to stack. Problem solved. You could still build mutliple starbases in one system (like 1 influence, 1 military, 1 economy)... but you wouldn't need to spam out 5 economy starbases for a research world. You can increase the build time on a constructor module, and increase the benefits of a starbase module proportionately. Same benefit, same resource cost, 5x less spam.