To me it seems the trickiest thing is how to stop random traffic from interfering in any "treaties", since any such "treaty" is entirely outside the actual mechanism of the game.
Example: Suppose I'm just flying about the place in my horrifyingly beweaponed space-battleship, far from my "home sphere", and encounter a war for system control between a Fed and an Indie faction. Suppose I'll decide to stop, and push the Feds to victory, not because I particularly care about the Feds, or the fate of that system, but just because I hate Indies and desire to expunge the colour yellow from the Allegiance map. But suppose that, unknown to me, the two factions are being supported by player groups, who have signed a "treaty" that the Feds should lose the war. How's my efforts to "undermine" a treaty I'm not even aware of, going to look to the Indies who are expecting an easy win? It might look like the sneaky Feds have gone against their word, but they haven't - it's just an ignorant third party meddling in their affairs.
There is no way in-game for the two player groups to communicate to me the existence of their "treaty". And no way to make me care about it, even if I become aware (by happening to notice a forum post, for example). This game's structure is not amenable to treaty-making and treaty-keeping. War and conflict are the natural state of each faction towards every other faction, where Darwinistic "might makes right" is the only enforceable rule.