For once, I don't have anything to really disagree with here.. though I might build on #10...
I like the idea of people having different starter systems, perhaps a short Q&A at the start of the game to determine if this new player should be starting off in Federation Space, Empire Space, Alliance Space or Independent Space - but with just one, small twist: start them out at a station or installation instance that is only accessible to newbies. It can and should, be an exact duplicate of whichever station or installation they would otherwise start out from, but for their first 24 hours, when they drop into this location, they simply cannot be followed, as anyone without the "newer than 24 hours" flag on themselves, will simply drop into the actual "real" instance of this station or installation.
I'll clarify with an example: Let's say, your starting location is Aziban City - as a newbie, you start in a duplicate of Aziban City. When you drop in to that location, with a 6000 hour commander in a Warvette hot on your tail you turn up in the newbie-duplicate instance. Your pursuer winds up in "real" Aziban City, without you anywhere to be found.
Personally I just recommend new players spend their first couple days in either Solo or Private groups until they're comfortable with what they're doing, then play in whatever mode they like, but you know how simple solutions go....
A shadowban, but in reverse. 24 hours is a bit short though, have to take into account some players are less adept than others, I'd make it 72 hours at least.
10. Or, players could use the tools suggested in #8 and hang around starter systems, protecting noobs
Won't work - all you'll have is an arms race; protectors come, more idiot gankers, more protectors, more idiot gankers (or those doing it to prove a point) now with added PvPers because they know there are guarenteed targets.
And seeing as there is a finite amount of each, there's still plenty of instances with almost no protectors, but still with gankers that have been instance hopping to find a "non protected" station zone, leaving newbro's still vulnerable.
The speed improvements has been shown by CCP to be effective, as someone else pointed out, and to my knowledge has never been seriously questioned by the Eve community as a "bad design" - it's clear each ship has a role, and you choose accordingly.
But I won't hold my breath because it's been said before plenty of times in the last four years about making the ships in ED be balanced to a "role" - hasn't happened yet; doubt it will.
"big ships slow, small ships fast" with commensurate damage output, has been one of the founding principles for pretty much every spacesim game - but FDev for reasons known (and understood) only to them, have pretty much decided to ignore it.
The analysis is basically correct but there is nothing new. Nothing. The corrective actions suggested while well thought out have mostly been suggested in one form or other and nothing will be accomplished by the discussion because FDev will never grow the cojones to implement the corrective actions. My opinion of the game in general is that so many compromises have been made that it will be impossible to balance. PvP is the must futile element of this and this has been exacerbated (as you so correctly stated) by un-restrained engineering, over dependence of modules, and no attempt to balance weapons.
Combat is very competitive and must be carefully planned and implemented to ensure proper balance between opposing sides. The tons of salt that would emanate from the players if NPC ships were made much more powerful is already known. Large scale nerfing of engineered weapons and defenses, although is much needed, will make the mountains of salt on the forums associated with buffing of the NPCs look small by comparison. In short, it will never happen.
The genie is out of the bottle and it will never be put back in.
(Corrected spelling, sorry mate, had to

)
Much as I hate to say it, he's 100% right and I have to agree - FDev have set themselves on a path they can't come back from without significant content rewrites, and after the engineer changes and Guardian implementations, I'm doubtful they would get it right even then.
For those who have constantly hated on Star Citizen and why it's taking so long, this situation is a clear message as to why - because you can absolutely bet your hairy (or not) danglies that they have been paying attention to FDev's design choices, the playerbases reactions; and then making thier own design choices accordingly.