Remember Sesame street?
"One of these things is not like the other"

BBs, CVs, CAs, DDs, SSs, Bombers, Tac, Fighters, Tanks, Mech, Art - choose your own casualties in the order you see fit as commander.
Global Transport - NO CHOOSING! Transports MUST ALWAYS be taken last!
BBs, CVs, CAs, DDs, SSs, Bombers, Tac, Fighters, Tanks, Mech, Art -
All involve risk when attacking them
Global Transport - NO RISK - all are swept away with no loss to the attacker. (even taking off from and landing on a carrier without doing any battle involved SOME operational risk)
BBs, CVs, CAs, DDs, SSs, Bombers, Tac, Fighters, Tanks, Mech, Art -
All battles resolved with dice rolls. Results are happy or sad.
Global Transport - All battles are resolved by picking up the dead transports and dropping them back in your tray. Results are pre-decided and a bore.
1- Increase TTc cost because it is a more usefull unit than TTn. So loosing a higher IPCs TT unit vs cheaper (DD and Subs) seems a bad choice.
However, this cost affects directly all amphibious strategies: higher prices mean less transports or lack of Inf to move on board.
Not really, as I favor keeping the extra transport capacity of the Global unit. Plus the classic unit defending @1 will mean it will have to be replaced less often. So the extra cost should be negligible.
You have the same situation on land as well, and in the old version it was even worst.
In the older versions you attack a country, the factory and the AA gun cannot be targeted and will go to the other side. But the AA is technicaly a unit.
Now if you fight your factory naval and airbase also go to the other side without defending, surely if they got AA build in that AA can shoot at attacking planes when the country is attacked. And a naval base would have defences. Yet they dont get to defend.
Now at land AA guns dont get to shoot back in a land battle that does not involve planes, funny enough the best anti tank guns the germans had at the start of the war where AA guns. You leave your AA gun alone in a country the enemy can just destroy it with an infantry without a fight.
Transports did not have a viable means to defend themself in the war, at least not to the point that it could be represented in this game. It was just enough so the other side could not board them without firing a shot.
The argument of saying there are escorts there makes the rest of the game rather silly, if a transport ship isnt a single ship the surely an AC of BB would be a group with AC and BB in it which would consist of destroyers to defend against subs. So why do subs get to shoot first anyway if there is always a Destroyer there.
The new rule at least makes a defence against a invasion viable, with a 8 ipc shield that defends on a 1 and airunits that costs 10 you have a far to cheap defence against air attacks. Having this dual role for just 8 ipc's is rather cheap. Cruisers get a single support shot and they are 12, destroyers only have a combat role at sea and are 8. so giving a ship combat and transport dual role for just 7 or 8 makes them way to good. Why bother buying more then 1 destroyer you dont need it anyway.
And as the other guys also mentioned if you dont want your transports destroyed without a fight make sure you protect them, if you dont protect them the transport is either not worth much to you or the land you capture is worth more then the transport or you are overextending yourself. Still it is your choice to leave it unprotected.