I loved the disclaimer the most

Question though, what do you call a "Second Activity", can you provide some examples may be?
Activities :
- handing in Bounty Vouchers
- handing in Combat Bonds (** personally untested for Daily Player/Activity Cap)
- Selling Exploration Data
- Trading (includes Mining Sales)
- running different Mission Archetypes (at minimum Passenger and Classic Missions, it's unknown to me if or how far classic Missions are divided)
So i.e. one of your Systems is at War/Civil War and you want to support other Systems with maximum effectiveness, let's say 20M Population :
- you make 6x 1.5M Bounty Hunting runs, which should put your raw input very close to the Daily Activity Cap, around 5% for such a System.
- in order to achieve more, you now run Combat Missions (i.e.Kill Pirate or Assassination Missions), netting you another 5% raw Input.
If alone and entirely uncountered, you see a ~10% move in that System the next cycle (at least if your Faction is not >50-60%, where you'll have to double your Inputs for every 10% beyond that, as things get increasingly difficult to move upward)
During peacetime, your Actions might look like this :
- you make several big Trade runs, deliver ~5M in Trade Profits with 25-30 individual Inputs, again putting you close to that Activity Cap
- next up, you sell around 8M in Exploration Data, again putting you close to the Activity Cap
- if you want even more, you run around 12 +++Inf Bulk Passenger Missions on top of that
If alone and entirely uncoundered, you'd see a ~15% move in that System the next cycle (same restrictions as above).
In comparison :
- during Wartime, you push another System with a massive 20 Bounty Hunting runs worth 1M each (single Activity)... but you'd still see only a 5% move despite a titanic effort. You could have delivered a 100M Bounty Voucher, same effect.
- during Peacetime, you make 4 large Mining runs, trading in 25M Cr with 25-30 Individual Inputs... but again, you'd only see that 5% move. You could have done 5 more such runs, no difference. Single Activity.
Just be aware, the restrictions count per System, so moving around different Systems allows to push your Faction there in the same way.
PS.
The only Activity I've found/tested to exceed that Activity Cap was Negative Trading. I alone was able to lower Influence of a Target Faction by almost 10% doing nothing but Negative Trade.
Based on a single "overkill" Test capped right at those ~10%, I'd reckon the Activity Cap is double that of standard/positive Activities.
Smuggling I never got around to test that on.
The Caviat/Disclaimer is to be taken seriously though, at least I wouldn't be surprised if other Players legitimately testing those those "awkward limitations" actually find them to not exist.
Don't quite think they went >that< far on me, but in the end, who's to tell? Can't rule it out, that's basically all to it.