Some issues I've noticed with attack and defense recently.
[*] Often people aren't syncing their connects - so one person will d/c/cancel automatchas the other one is readying up or only just search for/asking for a game.
[*] It's horribly stacked against newbies. Right now, after a couple of defeats, you are still stuck to do any anything. You say this is a good thing, but keep in mind people are going to be up against pros, so they will either wait around to defend and get owned again, or log off/play ladder.
[*] Second in command doesn't seem to give the person who takes the attack any funds, so givng out attacks is pointless
[*]If you recall you lose all of your attacks, but if you cancel, you only lose the one (eventually, if they persist with out GW bugging out). If you lose a defence your attacks are fine, but if you lose an attack all your other attacks are gone?
[*] No way to earn more money, each attack costs as much as it rewards, meaning you only win risking your avatar (often against somone better) this means pros are rewarded faster, as they can turn planets over and force planet turnover quickly. If your avatar isn't dead, the opponent can often buy upgrades, further skewing the favour.
[*]
Some improvements to attacking/defending could be:
[*] Make attacking a planet you have occupancy on free.
[*] Victories should gain more than they cost, regardless of hwo the outcome is achieved.Killing an acu might earn more credkts than the other player recalleding, in tunr more than just grinding down the province, but thisshouldstill allow the player to develop momentum after capping a few territories.
[*]Reward should be proportional to the rank of the opponent.