How are we supposed to win elections? Seems the courier election missions make no difference now.
In theory, any trade, exploration or non-combat mission action. The "election" branding on the courier missions was always just flavour and didn't affect that.
There does seem to have been some recent problem where
conflicts specifically would sometimes just get stuck and not accept any sort of influence - the one I saw an example of elsewhere does seem to have got moving again (and it certainly wasn't "all conflicts" by a long way), so maybe that's been fixed.
PP 2.0 relies on a stable BGS foundation underneath to work. If somebody can highlight the ways a flawed BGS can adversely affect PP then they'll listen for sure.
I can think of a few, but the catch is most of them aren't ones PMF-supporting player groups would particularly care about having fixed:
1) Super-expanded minor factions can cause a bit of Powerplay weirdness by their sharing of bounties faction-wide. So you undermine system A and get a (perfectly fair) bounty for it, then return to your own power's space which turns out to be controlled by the same minor faction so you have to find an IF somewhere. There are probably more proportionate fixes to this than "retreat every minor faction back to its home system" (and it's really a C&P issue more than it is a BGS one)
2) The "high profit trade" action in Powerplay (and to extent a few others) is made way more interesting with a diversity of BGS states, and I do think that the state sliders could use a bit of loosening up in lower-traffic systems in that regard, especially for non-controlling factions. But most PMF supporters aren't
that picky about what state they're in to start with, since they're more about the influence.
3) BGS wars can take Odyssey settlements out of scope for Powerplay use temporarily, which matters for several action types. The apparent issue of conflicts occasionally getting "stuck" means that this isn't just a "well, now you have to think a bit more" situation. This is certainly one where there's a bit of common ground ... though I don't see any formal attempts to report it yet.
4) Lockdowns would be a really interesting state - closing markets - and deliberately causing one might be used by Power supporters to shut down a rare producer they can't use but their enemies can, or as part of an undermining attack to stop enemies reinforcing a system. If Lockdowns are too hard to do this can't happen. Similarly other states can introduce extra POIs to a system or change the distribution of USSes, which might make certain Powerplay actions easier or harder.
Broadly the issue is that Powerplay likes state effects (though I doubt there's much
deliberate attempt to manipulate them) so the BGS needs to be tuned to keep the states moving. PMF supporters mainly care about influence and often ignore most states, but Powerplay doesn't really care about influence levels or which specific faction runs the system at all.
Sharing systems with other pmfs is a headache.
It's worked fine for most of a decade in Colonia (where there's not much
but PMFs and plenty of systems which are solely full of PMFs); provided everyone agrees not to care what happens to their influence in the other system, the PMF "owning" the system can just treat the second PMF like any other NPC faction, and the PMF accidentally getting into the system can completely ignore their presence there and not care about it either.
(There are still some actual fights too, of course, but they're the ones people deliberately and knowingly start)