With regards to the actual topic, this is the first real signs of the next, and dare I say it, the real, part of Power Play.
For 23 weeks we have been in the expansion phase. This is where powers move out to claim the most populous and advantageous systems. For a few cycles now we have seen less and less productive systems being the focus of expansion and even prep wars. We are now at the point where there are few unclaimed systems left which actually deliver a profit once overheads are taking into consideration.
This next (main) phase is beginning, where the source of good systems are... other power's systems. I think we will start to see three or four cycle attacks being launched. The first two cycles will be concentrated attempts to turmoil a power. After one or two cycles of turmoil, systems will be shed by powers. Then a prep and expansion war will start over the now available system.
At this point two things come to the fore: economy and 'Commander (player) base'.
A power with a positive economy and a CC surplus and withstand attempts to turmoil it. Any power with a negative economy will be in trouble if it suffers a concentrated attack. The second factor 'Commanders' then comes into play:
For example, let's say every other power decided Mahon has punched above his weight for two long and we are undermined by all other 9 powers. In short order every Mahon system would be undermined. However, 'IF' Mahon Commanders fortify enough systems we would still not be in turmoil. But there is the catch. Mahon might struggle to get the requisit number of forts done to break even by the end of the cycle. On paper we would be un-turmoilable, in practice it might be a different story. For example if the majority of the undermining was done in sniping, we would go down like a plutonium anchor.
Now let's take Aisling Duval. If the same scenario was applied here and all powers (Impossible I know, in fact... FUN FACT: Mahon is the only power that can be readily attacked by all other powers!), attacked her, and undermined all her systems, she could not avoid turmoil. Even if every one of her systems was to be fortified.
The other major way Commander number comes into play is that once we reach this point, whoever can apply the most brute force, wins. No amount of clever spread-sheeting and organisation will withstand shear weight of numbers. As we move into this new phase we will see ALD and Hudson move to the top and stay there as Power Play will simply become a basic Commander numbers game.