Yes, to be clear my objection has nothing to do with the finickiness of it. It has a more fundamental problem, in that it is a card that may come out, but actively punishes players pursuing mixed strategies. It basically forces you to devote 100% to military, or 100% avoid it. Because if you place, say, the Imperium Blaster Gem Factory, a great 6 cost Rare Elements planet, with a great consume power and +1 military? Now you expose your production engine to getting ganked.
Or if you have to adjust your plan mid game because of card draws. One of the beauties of RftG is that it encourages you being adaptable, based on what cards you see. Exploring is a lower value action, unless you are fishing for specific 6 cost developments. So being able to make the best use of cards you draw is critical. Sometimes you simply don't get the military cards you need, or your best option is to respec into military. Being punished for that due to takeovers just doesn't sit right with me.
I have strong feelings on this you see. I hate takeovers, but it is a small misstep in an otherwise superb game. And, like you said, only 3 cards even trigger them, so turning off takeovers isn't abandoning some fundamental game component. It's simply ignoring a poor design choice.
I'm really glad you included the toggle for them! That was a huge relief for me :)