But the problem is, that the players are instanced. So if one player alter the visible universe (a station or asteroid for example) this change have to be visible to all players, but only the players in the instance where the station is beeing attacked will see the reason why it is exploding.
The other problem is, you cant change a seed to remove a single object. So you have to remove the object after generating all others. This object removal information will grow over time while players destroying more and more asteroids for example. And every time a player entering this spot, that information have to be transfered.
You have a point, so yes, completely destroying a section does seem to be hard to implement.
Nevertheless, the ideas thrown of impacting a station's economy and/or a system's population should be doable. Although that would require to have ways to influence positively those two mechanics first as well, which we currently don't.