Exactly, that's why as a playerbase you have at one point to decide, what the game really is.
I don't think your idea is supposed to turn ED into a game where there's hundreds of commanders shooting their buddies in sidewinders, because that's the fastest way to gain influence. It will not change the balance of things anyway. You only have 18 buddies to shoot while opposing a force of 200? You lose, end of story.
People decide to make their own meta-game instead of playing the game? Whatever, but don't blame the game for an individual's lack of interest in the game (or actually any game that does not put that individual automatically on the top of some pyramid where it could not dream of climbing yourself) or try to rebalance everything based on the flawed assumption that there's only some magic 18 players worth anything.
I think you are hinting towards the "isle limit" of 18 players is a problem.
To circumvent that the P2P structure would need to go away,
but the P2P has an argument to it that i don't want to miss:
Player positioning relay
While other players seem to jump around due to bandwith or roundtrip time issues,
no single player "lagged", like you see it in client-server system with hundreds of players,
into a static object, like a station to my knowledge, because of a lost package on his positioning.
The representation of a system with high player activity is affected by the limit,
it is only natural to ask for a most immersive experience seeing everyone and interacting with
everyone in a system when you choose to multiplay.
Yet i think with the current technology, playability is a key element.
While i'd love to see everything that happens in the system i am in,
i don't think a server could really handle all the stuff going on.
A key element of playability however is,
that every playstyle impacts the game.
The BGS is a very big part of that,
random encounters (U.S.S. stuff) are a part of it
and so on.
We should get a means of interaction by PvP affecting the verse.
We should get a means of affecting economy by piracy, on the term of cut supplies etc.
I am no fan of the common MMO problems like zergs,
i'd like to have multiple engagements on smaller scale,
maybe a larger battle as an event being crucial to the outcome
of a conflict.
To achieve that, a multitude of tasks to influence has to be retained.
I am no fan of blunt game mechanics either,
currently you don't have to think alot to be successful,
you can simply get going into a schedule.
That is a bad thing too, i'd like more changing variables affecting gameplay
heavily.
Example:
To affect the influence of a faction in a war you can deliver weapons
and kill ships of other factions as example.
Nothing changes over the whole war.
Lugh was more interesting, but only because player factions
brought in a change of battlefields, starting tactical warfare,
guerilla strikes and shadow ops, yet all was interacted with by the
same old mechanics.
No special missions came out, nothing to really partake in, rather than
kill ships, deliver stuff or form PvP wing vs wing combat for lolz and lore.
Please correct me if i am wrong here, in fact i want to be wrong
and see options i missed out.