Which is the syndicate only activity precluding solo players from it. It's a syndicate only content mission, which is what you said would not exist.
I said that the syndicate missions are not "special." Since they are essentially the existing mechanics in the game. In order for syndicate function to be unfair to single players, there needs to be an advantage, but I really think I kept that to a minimum, if not, non-existent or perhaps into the negative.
The only "exclusive" feature would be system claim, and the contract payment. However, the only reason to claim a system is to put perks into effect, which single players can already enjoy from syndicate players. Contract payment will not be more lucrative than regular revenue unless we're talking about the CEO of a syndicate, and if anything, it makes people do certain activities, which single players do not suffer from, nor do they lose much revenue.
I firmly believe that ED isn't a race toward whoever has the most credits, and if becoming an aspiring CEO of a syndicate is what one wants, let them. It'll probably be roughly equivalent to Robigo smuggling.
Edit:
Got class in the morning and my eyes won't stay open, I'll think further about punishment system to wrong doers in line of the upcoming crime and punishment system and somehow avoid 5C possibilities as much as possible.
Just throwing a thought out there, what if I distinguish between two fundamentally different types of syndicate: Legal Syndicate and Outlaw Syndicate?
These labels are not selected voluntarily but determined based on syndicate members' actions?
All syndicates start out legal.
If there are illegal activities going around (Smuggling and got scanned, shooting clean NPC/Cmdrs, etc) there will be a 48 hours review period for the administrators of the syndicate to either remove the member or keep him. If removed under criminality review period, the Cmdr won't be able to be hired again by the same syndicate for a month (or two months?). The removed Cmdr will have to pay for a criminality fine (make it costly).
If the syndicate has more than 10% of its members flagged as criminals at once, the syndicate becomes an outlaw syndicate.
To compensate for feeding station wall sidewinders, this record doesn't go away and will reset all current and future syndicate activity points unless the syndicate is/becomes an outlaw syndicate. For example: 666 (+333) becomes 333 (+0).
The only way to make an outlaw syndicate legal again is through a special mission that takes time and costs the syndicate greatly in its treasury?
I'll think about the pros and cons for outlaw syndicates/legal syndicate once my brain cells regenerate.
Let me know if the direction I'm taking seem sound or not.