TL;DR:
Add a "Cargo Landing Pad Count" infinite technology which lets us place more than 1 Landing Pad per surface.What?
This new technology directly competes with Research Productivity. It requires every science pack, with a high cost for the first level and VERY steep scaling from there.I'm thinking a 1 million SPM megabase should expect to unlock maybe 4-5 Cargo Landing Pads in the course of their game.
Why?
1. Vanilla megabases do run into the throughput limits of a Cargo Landing Pad, and no solution is satisfactory. Bot-based unloading is UPS-intensive, while inserter handoff to wagons, cars, rocket silos, etc. is an ugly trick that feels like exploiting jank. Letting us unlock more Cargo Landing Pads widens the bottleneck, making the jank unnecessary.2. While beta testing showed that being able to drop resources from orbit anywhere we like was too convenient, the other extreme of needing to pass all resources through a single bottleneck is also boring. Constraint breeds creativity, but too much constraint stifles creativity. And this is too much. The solutions to the puzzle of maximizing throughput through a single Cargo Landing Pad are some truly ugly jank (see #1), and ultimately, it's just not an interesting puzzle. There aren't enough levers to pull; the puzzle is one-dimensional. It would be both prettier and more interesting to have a small handful of Landing Pads for us to work with. There will be more variety as different people make different decisions about how to best-use their limited (but not oppressively-limited) number of Landing Pads.
3. Making this an infinite technology lets player power grow (to a limited extent) with the size, complexity, and capability of their megabase.
4. This technology does something rare: It creates paradigm shifts during the megabasing stage of the game. For example, having 2 vs. 3 Cargo Landing Pads could make a huge difference in how we want to organize our megabase, and with the steep expense I proposed, this happens WELL into megabasing. There aren't many other examples of paradigm shifts while megabasing, and I daresay Cargo Landing Pad Count will be the most impressive "chase item" of them all.
5. Research Productivity and Cargo Landing Pad Count directly competing with each other is interesting. Do you make research a little bit cheaper, or do you start working towards +1 Cargo Landing Pad? The former is incremental while the latter is very all-or-nothing. When do you switch from one to the other? It's an interesting, difficult decision.
6. The argument that "it is satisfying to have a single point in your base that is very active" does not conflict with adding this infinite technology. Even level 1 of Cargo Landing Pad Count will require a proper megabase, and during that time (many hours!) you'll have one very busy Landing Pad. Then you unlock two and, well, it's a megabase! Now you have two very busy Cargo Landing Pads. Satisfaction doubled!

Reddit thread here