I was commenting on this in another thread yesterday, didn't take the time to go there at the moment, but did watch closer last night.
For some reason, the anchor blocks have 2 different BA values depending on how they are used.
For example, a GSO Fixed Anchor has a BA of 2 when attached to a block without deploying the anchor.
If the same block is placed with the result of the deployment of the anchor the BA cost goes up by 200, with a net cost of 202.
This seemed to be the case on randomly chosen anchor type blocks, always resulting in the 200BA uptick in cost.
So;
If you want to auto-mine 4 nodes, then you will chew up 800BA without doing anything.
If you build a base, any anchor block that decides to deploy it's anchor due to the proximity it is to the 'ground' will chew up an extra 200BA each time this happens.
If you build 1 supper rolling base that uses 4801/5000 BA, then convert it to Anchor, you cannot. (And 5000BA is the cap at this time)
I can kind of support disconnected anchor blocks deploying their anchor.
I can not support a connected structure deploying anchors for blocks without any control on my part. Especially when the block logic does not support reconnection 2 anchored areas that get broken apart...different rant for later.
Please consider any (or all

) of the following for us console players;
- ADD logic to prompt an anchor if adding and anchor block to an already anchored tech.
- REMOVE the anchor cost from all anchor blocks,
- REMOVE the anchor cost to any anchor block connected to an anchored tech,
- REMOVE the BA cost from Anchor blocks and instead, ADD the anchor cost to all CABS instead, and require a cab on any anchored tech