The issue with per system turmoil is the time to respond factor which you can compensated for by turning turmoil into a battle over a number of cycles followed by a possible cool down period. Eg turmoil is a first to 3 wins battle between those opposing & those fortifying. Also one of the the reasons to move to per system turmoil is so that you can get rid of loss making spheres which would make 5C largely pointless as they cannot make a Power collapse by forcing said loss making spheres on them.
CMDR Justinian Octavius
It is a strange system where we can make strategic attacks, but not strategic withdrawals. It's a shame about console free-multi-accounts & cheap Alts also. All-in-all it makes any vote-mechanics untenable. Maybe a mix of outbound deliveries and missions or suchlike, would be the best replacement.
3 tranches; forts, sheds, expansions.
Theyre similar things really, no reason they cant all be ingame activities instead of one-click wonders. (So long as left-click fills the hold/takes full allocation, right click for increments..)
If we're looking for a solution that isnt hopelessly flawed before it even begins, then voting mechanics cannot be included.
*I got a bit carried away. It is only voting based primarily on the number of accounts that is unworkable. This is covered in the Proposal being discussed ; votes dependent on constructive work done are viable, so long as the votes accumulated are equivalent if done on one account or spread across many.