I guess i didn't explain myself well.
Of course scouts go first while you're colony cap is building. What i mean is making sure the colony cap is alone for a second, then jumping in your fleet, so the neutrals don't attack your scouts.
Shift clicking your lone scout to go in circles after your Cap leaves lets you build your structures before you build your turret so that your crystal/metal income starts going up that much quicker. And your labs go up that much quicker.
The idea is to wait to build the turrets and use the money on fleet/research instead, until your income is better and buying a turret isn't hurting you as much.
I use this strategy against my buddy and in one came in particular I had Desert militia following a scout for over an hour. In the meantime I had filled my logistical slots. Usually it's just for a few minutes though until my extractors and structures are up, then the turret(s).
I don't really know what you mean about the enemy coming in at "just the right time." As long as you have a scout there the enemy can attack in two minutes or two hours, the militia will be there following my scout. Once my scout leaves they go straight for my enemy. There's no "drawing away" from my structures, they'll never attack my structures anyway. enemy jumps in, scout jumps out, fleet gets there when they can after neutrals are attacking the other player.
So now viable? Or still a bad idea?
Is it noobish to say that a lone scout or three won't be missed in a battle?