o/! Leaving some feedback as someone who has not yet been able to claim a system, but is helping others build theirs!
Construction points:
I like the system and idea quite a bit, seeing how they fit together more! I wish that T1 -> T2 were a bit more similar though. As is surface L settlements are the best exchange rate for T1 to T2, and Coriolis/Asteroid feel like a bit of a waste haha. Maybe the wealth effects make up for it, but it's hard to tell right now.
I also understand and like where the point cost increase is coming from, it's meant to be a way to normalize system value so these god systems people are hyped for arent overvaluable compared to claiming 2-3 smaller systems. However, T2 ports and T3 ports should scale seperately, due to the exchange rate and point order issues others have raised. You could potentially leverage this though so that the first T2 port you make is the best T2 -> T3 points exchange, then the second is about average, and beyond that ends up wasting points.
(Eg first coriolis is 2 T2 points -> 4 T3 points, second is 4->4, third is 6->4)
For daisy chaining concerns:
I am hoping there's a range increase too haha, but i think it should also scale off of the development of the system! If i slap down an outpost 20LY is all i get, but if i put a ton of effort into it and manage to get an orbis it could go up to even 40 LY, given that orbises are much harder to build on a timer.
For system sniping, have the colonization contact remain offline for an additional 24 hours except for the system architect. After that time, it turns on for everyone. Even if a sniper waits for the architect to log off and then finishes the station, the architect has 24 hours to log in and get their new claim down.
On hauling:
As an Ida hauler, the requirements honestly feel just about right! Solos can handle an outpost no problem, a coriolis is feasible with effort, and orbis/ocellus are mainly for large groups. However i've seen people complaining about how much hauling they need to do who want to put credits into it instead.
To keep this mainly player run, you could make it so that the claimer can invest money into the colony ship to raise the buy prices for materials. Traders and other players will get huge incentive to haul a bunch of materials that sell for 200 or 300% galactic average and build the station for you, while those extra credits are coming out of what you invested in your system.
On 'empty' systems:
This is hard to figure out. Many people are concerned about large systems staying undeveloped due to someone slapping down an outpost and logging off, but at the same time making them lose that system feels terrible, and paying upkeep defeats the whole point of claiming the system. My only thought is an 'auto construct' toggle that will open one new construction site at a time automatically, then sit there until a player cares to finish it... but that doesnt seem to be a great solution. Hoping you all think of somehting, because i'm likely to be particularly guilty of this with my target stars haha! (Though i plan on coming back and building up my chain afterwards)
Overall super super excited for when colonization gets turned back on!!! I have my carrier parked and ready in the direction i intend to expand in, and hope that the exploits you all have been dealing with get cleaned up fast! Good luck devs!!!