You're correct with the first point but only if I place the solars there. Now that I know that can cause problem, I can just not do that. Then the com can kill the rovers, maybe not all, but I have grunts as well and I can even move with the com.
Because 2 mex solar produces a bit more E than 3 mex solar. It's not very relevant in this specific case, but because that small amount of E means you can have units a bit earlier, that can eventually pay back the lost metal.
Wtf do you mean that i've overbuilt solars? So you're saying that because I have no rezzers and too many solars, somehow I will stall on making pawns (those are grunts)?
I find it a bit weird how people are so confident on their builds without even considering other options. I have to say, I'm fairly confident in my understanding of the game. I'm not saying you are wrong. What I can easily say that everything depends on your goal, and for example if you want units very quickly, or you want more units early, or you want an early con, etc... then my build is pretty good. (also, wind was 19, I could have built wind turbines to achieve an even better result, I just don't like wind in skirmish experiments).
I find it pointless to discuss this though, because I don't see how it is relevant to this discussion. You claimed that we can't do anything to stop cooped rovers, and pretty much the build I would do anyway just simply stops it.
Yes maybe 4 mex walk is bad, I don't know and don't care. Again, how is that relevant? Do you think the other team that coops rovers hence having essentially one fewer players don't face any disadvantage? The 4 mex walk is perfectly capable to stop a rover rush, and your claim was simply that there is no way to stop the rover rush.