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Plumplim's federation requirement is 16 science. Zibzab's is Class 4 Starbase. Which requires 30 science. What? Why?
Guardians are similarly skewed, requiring that you exile planets you've colonized. To reach maximum Federation level you need to destroy... about 8 planets. Colonies with YPB can be done with 1 planet, but will probably take 2, given how rare YPB planets are. Exiling colonies with 3 stars requires at a minimum 2 planets, as no planets have 3 stars. The last one is explicitly 3 planets because it has to be three different resources and no planets have two resources.
Compare that to the Botanists which just need to colonize the planets....
==
Oh come on. Seriously? Started a game against the Neeble-Woobers and both Solidarian threat cards showed up on turn 1. That is such ♥♥♥♥♥♥♥♥.
As for the planets with locks, consider that Guardians ignore the locks: this provides a significant benefit for that society. And Plumplim can transfer influence from other planets where influence is more easily gained. I'd say it's best to think of these planets as ones that add some variety to how the different homeworlds and societies end up playing.
The adversaries do all seem brutal at first, but end up being quite manageable with practice (mostly...the Hard version of Preservation Authority is of course difficult by design). With some very rare exceptions, pretty much anything the game throws at you can be worked around.
Regarding balance, the societies are not expected to be precisely equally difficult. Guardians I have found to be the second easiest society behind Botanists. First, you can exile planets on the same turn that you confront the adversary, *after* rolling the dice. Since you only need FL4 to win, that means if you meet your homeworld's milestone you can get just a single Guardian milestone--exiling planets with 3 tech discs or 1 of each color--prior to the final turn. Any further exiling can be done on the final turn after gaining the die/disc benefits of those planets. Second, Guardians have massive advantages to balance the need to exile planets. Ignoring restrictions on planets is huge; it makes some planets much easier to colonize. And the Guardians' tech, setting one or several (or all!) of your dice to a value of your choice, is one of the strongest in the game.