By border patrols... I don't mean 30 goliaths rolling around, being easy targets. I meant more like that fighter screen everyone's always saying you should have, since they're the most effective form of air defence. Surely you have them "patrolling" your "borders", do you not? The only alternative is to have them sitting somewhere uselessly, am I right? Air units, especially fighters and dedicated scouts, have very good LoS.
The TA role of radar and the AA role of radar are different. For one, in OTA it was impossible to have units with LoS longer than 400ish unless you used a SY hack that I included in AA.
After I used that hack, I realized that radar towers, as they were, were typically only built for the purpose of radar. That's logical, but I thought they could be used to better advantage as watch towers - long LoS, with long radar. So they would not only be built for the purpose of detecting enemies as they approach, but could also be used to assist with targeting. More importantly, it would mean that there would be an additional priority target and a little more tactical thinking - the attacking player must decide, do I want to destroy the LLTs, or rush past them and kill the radar tower, allowing my longer-ranged units to kill the LLTs with less difficulty?
But this presented a problem. Why would the attacker prioritize the radar tower if the defender could easily build like 20 of them for very little cost and in very little time? So I decided to increase the energy cost a fair bit, to make them a little more difficult to spam in the early game.
...Yes, I've been known to think logically from time to time as well.
Now, is this no longer the ideal solution? Should radar be cheapened and given longer range to make all of the above null? Do what you like with BA of course, but I think AA's radars will remain as they are for the time being.
AA might not be as carefully refined by a l33t-pr0 g4m3r, but there's a lot of this kind of thing that is not clearly visible. You see it unconsciously and do as I intended when you play AA, because it seems to you to be the logical course of action. When you fork off from it and start changing things to be the way you think they ought to be with no thought to the implications, all my planning goes to nothing.
This kind of brute force balancing - changing values because you find that they are inconvenient - will probably result in a game that is appreciated by many who enjoy things being plain and simple, but will destroy the underlying game mechanics that are not readily apparent to someone who has never modded before.
When people tell me that BA is more "stable" than AA, because things aren't getting changed as much, I'm a bit confused. How are these whopping arbitrary 30% and greater increases/decreases a slow and steady approach? 30% lower costs on doomsday while giving it 11% more HP?

Entirely removing the destroyer's weapon arcs, which have been one of the best and most important changes to AA's still-WIP naval balance? Entirely removing solar energy costs while increasing the metal maker metal:energy ratio?! I could write a whole page on that last one alone, and I haven't even scratched the surface of absurd things I've read in the BA changelog. No, I have NOT implemented all BA's changes in AA 2.3, thank you.
Solars must cost energy to inhibit exponential growth of the metal maker economy. When you start making energy free, and therefore metal also free, you've completely borked the entire game. You're toying around with the most basic of TA's resourcing units, around which the entire game has been built. For economy to so easily exponentially increase... it just boggles my mind. I... I just can't even begin to make a proper argument, I have no idea where to start. No, that's... I can't even begin. It is beyond my english comprehension to figure out a way to properly place emphasis on how ridiculous that is from a balance standpoint. Justifying it by saying it speeds up the game.... well... uh, yeah, I should hope so. You've just put pure alcohol in a viper's gas tank.
No, I'm not a hardcore gamer with more frags than khan. I'm just a guy who enjoys making his mod in the little bit of free time he has to give. It's my hobby, and I'm not giving it up... I like working on AA. Best of luck with BA. I hope that it does not devolve into the logical conclusion of this sort of "brute force" approach - RPS.