I've played two games now where SM players have cancelled my building relocations at the beginning of a game by placing a drop pod on the area it is relocating to (clearly demarcated by the animation, so the SM player knows where to place put his drop), which not only cancels the relocation but puts the ability on cooldown so I have to wait 90 seconds to relocate my buildings. The ability is cancelled as soon as the SM player initiates the drop; the skull icon that indicates incoming drops supplants the animation from the relocate and the relocate is cancelled, and the ability is put on cooldown.
I think this bug might be caused by the fact that an incoming drop pod would leave scrap in the area beneath it preventing the building from moving. If this is the case then I think a cancelled relocation should not initiate the cooldown for the relocate.
This is a bug/exploit that clearly favours SM globals over Eldar ones and should be fixed. In a 1v1 situation this could potentially be very bad for an Eldar player early in the game, as naturally all factions rely on their globals; if an Eldar relocate cancelled a drop pod, and still put the ability on cooldown, we'd have the same issue in reverse, and so I think it's only fair that this should be considered an exploit and corrected.
I've had this happen twice, in 3v3 games (potentially by accident) and wanted to flag this up to devs.