These little spheroids are the subject of as much flak as anything (except the lobby or lack thereof). Basically, as they are now they are strategic weapons. You plan your entire game around them. If an ally is making them, you go straight to frigates/capitals as a good HW1 player can get 2 GWs on the field before HW2 can make enough ships to deal real damage. HW1 can’t get anything besides interceptors and just maybe defenders before GWs come out.
This is a problem. Yes, you can take them out - with frigates or capital ships. Ships you don’t have if you rushed fighters early. You end up having to re-tech your fleet on the fly with nothing left to defend.
GW generators are not imbalanced in the strictest sense - they don’t give the user any advantage specifically. However, they give the advantage of knowing what ship types are going to be in use, as they disable half of them.
Something needs to be done to make GW generators effective tactical weapons but prevent them from completely shifting the strategic balance of the game.