Well, this all came with the caveat that making loads of small T1-2 units is a high risk approach to
KP games. In Maelstrom you can risk it, but on a 4x4
KP table you're asking for trouble.
There's a number of ways to mitigate
KP farming. First, remember the units only appear at the end of the phase - your opponent can't shoot a pinky, shoot two blueys, and shoot two brimmies in a single turn.
Second, remember that if an Assault Squad kills three pinkies with their pistols, you can make a 'moat' of six blueys they're not allowed to charge and can't get around. Alternatively, if a couple of Blueys die, you may be able to drop a couple of brimmies in the face of a Hammernator unit and obstruct their charge against three other units or a lynchpin.
Third, you have a lot of flexibility in placing your tiny 'battery' units, especially if you conga line the parent units. As long as the battle line holds and there's little in the way of barrage and flanking forces, the risk might not be great.
Finally, all this assumes a cogent battle plan that has ways to deal with threats other than 'make another six battery units and blast them with Warpfire next turn'