I remain interested in this subject. I still find defenseless transports problematic.
Most of my gameplay has been restricted to AA50 and 1942.2 (and some bouts of the starter 1941 to see if it can be improved by the edition of the artillery etc.) Global not so much, as I find it arduous and time intensive in the set up, and implements too many nuanced rules for my tastes, and just doesn’t provide me with enough pay off for all the additional time it takes to get a game started. So most of what I have seen from the defenseless transport is coming form the AA50 and current small to mid range boards.
I still find defenseless transports working against the Allies generally, but also against amphibious capacity builds vs air (to destroy that capacity) in general, and this effect exists for pretty much all player nations. Makes transport capacity more expensive and longer to deploy in the movement of troops. So in addition to the increased cost (per land unit transported) the time delay is also major.
I like the idea of fixing the transport unit somehow, but only if the unit and its rules can still be described in a sentence, maybe two at most. I worry about further complicating this aspect of the game, since it is so essential to the endgame and broader strategy. The ideal for me would be a bit more production and a bit less exclusive dependence on the transport, (through more VCs with starting factories for example, or something similar), but if so much of the game has to hinge on fleets, covering transports, defending against air, then more money should be in play for the nations that have to make near exclusive use of them. Or more total starting units to compensate for the transport purchases that have to be made. Or the transport needs to be cheaper per land unit transported, or put up a defense of some sort.
I tried playing all these games with transports at 8 (revised rules), and then at 10, 12 (With aa fire), and then went back to 7 defenseless just for simplicity and to keep things as OOB as possible while trying to isolate other dynamics relating to overall production, ipcs, and start position on those boards.
Instead of adjustments to the transport rules, I would have favored an adjustment to cost (retaining the old abilities), if the problem in Revised was fodder spamming, but since that went out the door with AA50, I think the problem with the current defenseless transport is an imbalance in starting unit set up and income distribution on these boards. If defenseless, the main players that need them to wage war (USA and UK) should be compensated when designing the starting balance, so that the large cost they have to incur building up defensive fleets is mitigated somewhat. That doesn’t really happen in aa50, or 1942.2, where the income parity of USA and UK doesn’t really match the requirement of their gameplay, whereas Japan (which can purchase production and cover transports more easily) has a much easier go of things. It seems strange how much harder it is for USA and UK to project power and push land units towards the center than it is for Japan. And this is directly a result of the transport rules in those games.
Or at least that has been my feeling