I had this idea of dynamic difficulty which would try to keep the power balance between the player and biters from getting out of hand, in particular preventing a save from becoming unwinnable if defenses are overrun. For me at least, unless I've seriously neglected my defenses, I usually can't bolster them enough to prevent biters from getting through again and again, and then I end up spending so much time and resources on repairs that my progress falls even further behind the enemy evolution and eventually I lose the game.
I like having a threatening element in the game though. Designing and building defenses and arranging the transport of supplies is interesting. But finding settings which result in a good balance is hard. I don't want to lose a game after tens of hours just because I wasn't able to accurately predict my rate of technological progress when starting out. On the other hand, I don't want the biters to be so easy that I can completely steamroll them all the time.
The basic idea is that if biters destroy the player's buildings, they've become too powerful and evolution needs to decrease to prevent the save from becoming unwinnable. I think there should be a few different categories depending on how much damage different types of buildings are expected to take. Walls should have the least effect, if any, since they're the first line of defense. Things like military buildings and railway infrastructure should be low to medium since they're typically used at outposts close to the front line. Actual production buildings are the highest value targets and should cause a significant reduction in evolution if biters manage to reach them.
A few specific buildings could have special values. Solar panels are usually built in huge numbers and individual panels are less valuable. By contrast a nuclear power plant is very valuable and causes destruction in a wide area, so the evolution decrease should be commensurate.
There should also be some mechanic to prevent cheesing the system by building sacrificial assemblers outside the walls and having biters destroy them. The game tracks the number of products finished by production buildings, so that could work. It could be a linear ramp where a building that hasn't produced anything yet doesn't grant any decrease, and above X products finished it grants a full decrease when destroyed. 100 or so should be a good enough threshold to indicate that the building is part of an actual production line. For turrets, their kills or damage dealt could be used in the same way. Chests could be valued based on how many items are in them, maybe also the "tech level" of those items if there's a reasonable way to calculate that.