I'm sorry, but after reading nearly 15 pages of people throwing mud on each other's ideas, and making unverified claims about what FDev does and doesn't want, or how systems should vs actually interact.
That issue aside, I think many of the things that were discussed in this thread were useful to the discussion as a whole to find a compromise that a vocal majority might be able to rally behind to persuade FDev to take it into consideration. However, not questioning FDev on the development of the game means that mistakes made in direction and design could lead to the overall collapse of a game that many people find enjoyment in. This is why I made suggestions that I did about the first FC Beta about owners being able to store their modules and ships on their FC without the need for outfitting/shipyard services on the FC. FDev listened because a vocal majority made the suggestion openly and repeatedly.
My opinions on the original intent of this discussion are thus:
If Elite Dangerous is a risk vs reward game, then the highest risk exists in Open Play, then Player Groups, and finally Solo Play. Thus it stands to reason that the greatest reward potential should reside in Open Play, then Player Groups, then Solo play. With that logic established, Game Systems that affect that risk/reward ratio should be weighted on that risk/reward matrix. So things like Faction Influence gains and losses, BGS, Power Play, System state influences should all have less impact when performed outside of Open Play. Not "zero" effect, but not equal to. This would keep the overall intent of a one persistent galaxy intact while allowing player choice, with the possibility of rewards given in Open to be increased to offer players to choose if the reward for them fits the risks they take.
However, if this idea were to be adopted by FDev, changes would need to be made with some systems, which include the blocking system that they currently employ. Though if FDev would be kind enough to explain how they believe their blocking system is intended to work, that would go a long way into fixing instancing issues that some players even within this thread have reported to have experienced.
TLDR; Please stop throwing mud on each other's ideas. Let's get this discussion back on track. Risk/Reward Matrix, Not Only Open Play, Player Choice Please!