Its a counter to everything, I doubt FD even thought that far ahead. Stealth is balanced by the compromises it pushes on the design and what the 'victim' decides to build and fly in return.
Stealth favours the sneaky attacker - snipers are quite often derided as "easy mode" in some other games, I expect for good reason.
That a consequence of planetary lighting changes and the introduction of night-vision result in a significant change to stealth may, or may not, be an oversight - it might be looked on, by some, as a synergy.
But there is no need for them, considering that the path of least resistance does not require them at all. Again its a design failure not foreseeing these issues.
I expect those who accept the choices of others still make use of them with willing opponents in Open.
Again, its poor design. FD took a weekly CG x control systems + CZs and preparation areas, spread it over three modes and thought it would work. Pan modal Powerplay is a failure as it stands. The proposal shifts Powerplay to Open because by and large Powerplay has been superseded by the ever improving BGS and the unexpected (from FDs POV) uptake of factions via PMFs.
Whether it's poor design, or not, rather depends on ones acceptance of Frontier's fundamental design for the game. Selective acceptance of one aspect and rejection of others does not make those rejected any less valid.
But its an adversarial feature thats totally player driven, that has an easy mode built in.
Adversarial features need not require any player to engage in PvP.
Which makes no sense, given we already have that in a much better form via the BGS. Why have two features do the same thing, except one is achieved playing the game however you like, the other with narrow, fixed tasks that are unsuitable for solo due to repetition and lack of variety?
From the perspective of a developer making a game with optional PvP, why not?
Which is nonsense in Powerplay. Without opposition you enable grind, which is not rich gameplay. You need someone or an NPC to push back otherwise one mode is hard, with two being easy in combat or hauling.
The game is not balanced around the challenge posed by players who engage in PvP, nor is it balanced around the engineered combat ships that they choose to create, mitigating risk to themselves while doing so.
Which makes no sense, considering that Open mode provides all the risks and no advantage for taking those risks in the shadow of winning via efficient methods. Unless there is a hard rule to establish a features boundaries, the feature will fail like Powerplay has done. That, and you have a feature (the BGS) which caters for those players.
Players choose to engage with other players in this game - so any additional risk posed by potentially meeting players in Open is itself optional.
Which is nonsense, considering Powerplay is optional and that it requires NPC opposition to give the modes some semblance of parity.
Which presupposes that Frontier would consider that Solo and Private Groups to require to be as challenging as encountering players in Open. Sandro's post referred to this:
"The challenge of playing in solo being too low (without taking sides) is a valid argument to make, although it might better be phrased as "the opportunities for challenge are too low in Elite Dangerous". It's actually something we are interested in looking at."
followed by:
"However, cranking up difficulty will not make Open more enticing. Conflict between actual people, even within a game, is a very different matter to taking on NPC ships. It has many psychological and social elements that would otherwise not be present. Incidentally, increasing the difficulty of NPC engagements would also make Open harder rather than fairer, so there's also that.
Perhaps the bottom line is the different modes are there to enable Commanders to play how they want to."
So it seems, to me at least, that players playing how they want to is of a higher priority to Frontier than players being forced to play in a particular way.