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Bots are part of a network, so either you make small networks to have more control over what you are doing (and much, much more efficient bots as a result) or you continue with your large network with all of the downsides of it.
Many people get out of the large network after a while because of its limitations and work out how to get a similar ease of use as large networks with trains as a base.
Basically, bots are not supposed to be an end-all answer but just one of the tools at your disposal, so if your current setup doesn't satisfy your needs you might want to look into how to effectively combine belts, bots and trains (as well as some circuit logic to make it even better).
I think I saw a mod that sets the roboport construction area to match the logistics area. That would keep the bots from wandering on accident, but still leaves a 1 tile gap in repair coverage, which is only really an issue on the walls.
I'd still need to avoid overlaps and deliver materials by train/cart/drone/belt/trained-monkey-with-a-backpack, but my main base could continue to supply me while the specialty areas remain disconnected.
The construction area being wider is actually a plus since the construction bots are able to build and repair in that area while still belonging to their logistics network so they go back to the proper place as well.
For walls for example, the usual practice is to put the roboport somewhat far from the walls, covering everything that needs to be repaired only with the construction area.
Each roboport ends up being alone but there is no need for gaps in the construction area if you place them at regular intervals that are far enough to not connect but still cover everything in the construction areas.
A good way to minimize the belt system, is to use SchallBeltConfiguration to increase the range of the underground belts to 32 or more tiles (maybe just the blue belts?). This will minimize the belt work and make it easier to deliver the ammo where you want.
Others have suggested to create a completely separate logistic network for the base perimeter. A short belt or two to move the ammo between networks would work fine in this case.
https://mods.factorio.com/mod/LogiNetChannels
But it's a hack that has to rely on forces.
And that's a very scarce resource to mess around with.
- when production is full by the terms you set, robots will stop doing their activities unless needed - This is a very useful tool in all of factorio imo