Simple awnser is both but not the way your thinking. I think certain planets should have an ability just by virtue of it being that kind of planet (ie Naval Base Planets have the targeting computers and Urban have big trade centers because no matter who owns them they would still be these things). This way you retain that certain planets will have an intrinsic value to fight over. Now add to this your system of race specific planetary bonuses so that they will still have extra value to those races who have an affinity for them, and this keeps the diferentiation between races that I like about your mod. So a naval base planet is somthing to fight over anyway cause you ships do more dammage there if you own it, but its especialy good if your TEC since your buildings will also have more HP. also keep it so that certain planet will ONLY be higly valued by one side. There is enough of a variety in the planets to have both in some places and one in the other
Actually, my ideas are pretty close to what you have said, but I don't think I explained them very well. Let me go into further detail by showing you the ideas I have for 1 of each races planets.
Urban: +fighters per squad for hanger defenses for all races, + fighters per squad for carrier frigates and all capital ships for TEC only
Industrial: -Ship build rate for all races, +hull restore rate for Vasari only(much like a repair platform)
Relic: -Ability cool down rate for all races, - Antimatter cost of Non-Ultimate abilities for Advent only
My question is to gain the opinion of the public to make sure the added work toward this goal is going to be a welcome addition toward the mod, as well as getting ideas and making sure it is not "over-the-top." My goal is to put enough things in the mod to make it quite enjoyable, but I am trying to avoid stuffing it with so much that players start getting the feeling of being overwealmed. A valid concern in my book as this will add 10 planetary techs to each tree, 5 uncolonizable planet techs for Starbases (wormhole, magnetic cloud, etc), and a few techs concerning other areas. So I will be nearly dubbling the current tech count (aprox 60 new techs give or take).