This conflicts with the stated design goals in FFF-275:
https://www.factorio.com/blog/post/fff-275
That was about rocket tech and the rocket silo, but the same applies here. Many people use power armor with personal roboports as a construction suit. In fact it's a huge step towards automated construction and a milestone in factory progression. If biters and military science are supposed to be an optional choice then it shouldn't be required for important construction equipment.Putting any arbitrary military upgrade there just makes that weapon type mandatory to upgrade even if you don’t want to use it. Not only that, but it was also the only reason why you would need to make Military science packs if your only intention is to launch the Rocket.
This makes it even more clear that the Military science pack is a separate branch of science. It depends on the progression of your factory, but its sole purpose is to deal with the distraction - the enemies - from your main goal.
Biters by themselves already give you a very good reason to invest into Military science regardless and it’s unnecessary to force the Military science pack on people who play without biters - just because of the few Rocket shooting speed (or any other) military technologies that you don’t even make use of. Or maybe you play with biters but are badass enough to just use more unupgraded Gun turrets and launch the Rocket without any Military science packs anyway, we’ll leave that decision to you.
Also, power armor Mk1 doesn't need military science and it makes sense for Mk2 to be the same. The fusion reactor is then needed to make the most of either one.