Starbases can't be destroyed in a normal war, and I don't like the idea that a Total War gives you more supply for free as you conquer systems.
So let's think about some kind of other structure -- not in a Starbase -- which could give Supply.
Perhaps just a custom Kilostructure which can be destroyed, or a non-megastructure (regular) stations like a mine or research station.
Why not redefine what it means to capture a starbase then? It's not like this is set in stone, and capturing a supply hub should be somewhat important.
For example, we could increase the repair time until a starbase is rebuilt and operational again, and have a system where a supply hub needs to be in range of another supply hub to function. This would encourage smart positioning of supply hubs around your empire to prevent enemy empires from gaining extended supply range in your space, while maintaining a stable supply range for your fleets.
In addition, you could create a scorched earth mechanic where you scuttle your station instead of losing it.
Building and maintaining supply hubs could also be made a costly and lengthy affair, making it more feasible to peace out of a war when your supply range is exhausted instead of waiting for a new forward supply base.
Additionally, supply as a mechanic could be extended and perceived differently for different empires, resulting in different military playstyles. For example, a raiding empire could receive supply from raiding planets at the cost of further destroying the planet, thus reducing its value for conquest in exchange for short-term gains.
P.S. Kilostructures would be a good compromise as it somewhat decouples the supply system from the rest, making it easier to understand. But I like the added depth through the decision of "do I want my starbase to be a frontline fortress, or a supply hub to support my fleets?" More decisions make a game a better experience. I vaguely remember there are major game design outlets that define game fun in terms of decisions per minute or something like that, and games become fun when we can make decisions. A decoupled system would take that down a peg.
EDIT: Found it: Sid Meier's Interesting Decisions
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