You don't send random gunships out and about like that except in 1v1 or MAYBE some really big 2v2. You just risk dumping mass, especially since you can't cover multiple gunships around the map at once with your ints that you need to keep concentrated in any teamgame. Likewise, the speed isn't really comparable to mantis because t2 air in teamgames comes at the point of map control being closed. For you to send your gunships around to waste the time of enemy, you would need to have total air dominance in the game where you are fine with intercepting on his map half.
Maybe it's a slight buff for 1v1? It's really bad for nearly all utility cases in teamgames.
Well, there is no anti ground weapon that Mantis are fighting with comparable AOE, and you can micro Mantis to dodge with their high speed while still firing. Gunships have to hang above a target to shoot it, and they have no collision so they stack and take lots of AOE damage from the high AOE flak... the move speed just means they can run away from bad fights easier, but that doesn't matter when they suck at fighting in the first place.
For those who are curious: https://discord.com/channels/197033481883222026/476200727912644618/1154553519966265475
(discussion about Janus/Stingers/Asf lasts for a little over an hour)
It could be done by increasing laser upgrade build time or cost, although you already nerfed damage by 25%. But personally i don't see any problem with telemaser now, i'd say it will become problem when there is no counter play. It is not like faf played only fullshare, it is actually big risk to use telemazer in late game when fullshare is off. If you can rush telemaser early for cheesing your opponent- then it is your skill and opponent's mistake for not scouting or making counter to that, same as nuke rush, strat rush, notha/corsair rush, t3 arty rush.
Must i say that even with laser, teleport and t3 upgrades cybran acu very vulnerable to teledef. Unlike certain telesacu with more than 50k hp and 250 regen.
You are right that telemazer is not too strong in non full share games, but it's impossible to balance a strategy game around all different map sizes, different maps and different gameplay settings. Some sacrifices have to be made in some way or another. Labs are useless on big maps/chokepoint maps. Game enders are useless on small maps. Telemazer is maybe risky on assasination but is OP on full share.
You have to keep in mind though that one of the reasons why you think telemazer is hard to use is because it's so strong that almost everyone auto builds shields and pd as tele defense. As lategame telemazer is around 20k mass (the power you get as overflow from the air player) it isn't uncommon to see 50k mass worth of teledef around the map even if there is no tele scouted. The fact that it's hard to pull of a telesnipe with that doesn't necessarily mean it's weak in that case.
Sera tele sacu might be addressed in the sacu rework.