Hmmm. It's late here and I read this a few times and I think maybe I know what you are getting at but I think it is a non-issue unless I misunderstand. The system at least I think makes sense is that a star system colonization is completed and there is a cool-down period. In that cooldown nobody except perhaps the architect can use the new station's contact to claim any new system. This is true for all N along the trail. So if:
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To be blunt, I find any sort of convoluted mechanics which provide arbitrary time gates to limit the activity of others just plain bad design.
My first point about "sniping" is one like this:
Just say there was a system, 1500 LY away, so requiring at least 100 intermediate colonies... let's call it 110 colonies, so that there's no assurance that the penultimate system is the only system that can reach it. And let's represent this as 1->2->3->4....->108->109->110.
Issue seems to be the op build 109, and then old mate took 110. So the OP wants first dibs on 110.
But 109, in most cases, isn't the only system in range of 110. So OP finishes 108, and starts 109. So me and my crew, from 108, having waited with lots of prep time for the OP to bridge this gap. Cooldown is now gone, so from 108 we then drop 109a, a different system that can still reach 110. And we've been waiting for this... and finish it in, like, 30 minutes. We've now finished, and so we grab 110, and then we've got the same conversation we're having here.... but about this tactic... it's just an unwinnable arms race.
More broadly, I have problems with these mechanics which "protect" players through somewhat arbitrary time gates and such like this, because it creates a false sense of entitlement and a more toxic play environment as players grow the
expectation that any arbitrary system that they've decided they want to colonise that's going to be difficult to get to, presume it's their
right and nobody elses to get it.
Such mechanics also foster groups to coordinate and control areas they set their minds to... and so when a single player trots over and plonks down one colony that they don't realise is "disruptive" to some group's plans, the bullying starts.
"No rules" means for better or worse, first in, best dressed, too bad, so sad. They might be seen as a troll, but there's nothing to back that.
"Limited rules" means an expectation for the spirit of those rules to be enforced, and so anyone doing something that gets them around that
even if it's enitirely plausible like simply building an alternate pathway faster, will inherently be seen as a troll or griefer (and unfairly so) at that. It fosters
more toxic behaviours than simply having no rules, imo.
So, I prefer "no rules" here for better or worse, because any rules would get gamed in a way that promotes toxic gatekeeping behaviours.
If I were King of FDev my implentation would not allow expansion from a system for anyone until the system has the requiste 'points' to support an expansion. I'd do something else other than 15LY limit. Something more along the lines of very fast colonization within 20LY as it is now but ramping up dramatically in cost and time to deployment for greater distances up to say 200LY and allow arbitrary distance claims to be made to first discovered systems but with a limit of 1 or 2. This would wildly reduce the amount of stupid derelict outposts that are going to litter the gallaxy very soon. You can reserve your perfect system out there and work your way to it in a somewhat reasonable fashion. I'm sure there are some flaws in my thinking but I'm not looking forward to a sky full of outposts orbiting empty stars trying to get out 5KLY to something in the black.
I did a post in the feedback thread that got lost among the "Colonisation is disabled" rush which actually spoke a bit to the reverse of things like this... right now Colonisation feels
horribly weighted in favour of
expanding out rather than
building up. I don't think it helps the OP's case, in fact it could even work against it. There's no impetus to build up because you can always come back to it another day... but rest a while on expanding out, and you could lose opportunity to grab systems to build up.
I think that's what's in need of change the most tbh.