Good points.
In order to get the rate down to 5 turns per facility, you'd need about 100M per planet.
With a 5 planet system, that's 500M, or +20% when concentrated, giving the other player's spaceport planet 3x the normal buildrate.
The spaceport finishes in about 10 turns, while the resource facilities finish in 7.
The natural merchants would end up ahead by +(first 7)2+3*2(7th to 10th)= 8 facility-turns @ 26% (100M per planet).
Which is 1400 resources, or 1000 research points.
Naturally, given a smaller number of colonies per system, the benefit of natural merchants increases exponentially.
A similar amount of points spent on resource gathering traits will allow you to vastly increase the productivity of those same colonies as well as your established planets.
For example: spending 1000 points, I can boost all resource production to +7%
With -98% production due to size, that makes for quite the jump, and boosts production even in your established systems by 49 points per facility (any resource extractor).
With 1000 points concentrated, I could add 26% to research.
For a new colony in an established system, that amounts to 13x more production or 100M extra people, or 130 research points per facility (182 if it were resource production).
Heh. You know what they say about Statistics
What do you think about natural merchants now?
(Note: I am still flexible, just trying to get a counter viewpoint out, and incite a little doubt in your race setups
)