I was having a lively debate on this sort of thing in another thread, but what I'd have loved ED to have is better synergy between ship, BGS, faction and power / s power so that location actually makes a difference.Well, not really. The FSD makes it practical to move ships between systems easily. Unpopulated systems likely wouldn't have pirates because there'd be no reason to expect pirates there; lawless inhabited systems would be taken over by the nearest regional power in short order if the NPCs could just do that rather than relying on random player noise via the BGS (and even then, random player BGS noise gets rid of Anarchies pretty efficiently)
The point is that ED is a game about flying armed spaceships. For that to work there has to be something to use the weapons on. So it can't depict a society where the state has pretty much any strength whatsoever - no matter how nonsensical that is, either narratively or in terms of anything else depicted in-game - because there's not a game if it does. Ability to respond to pirates is not the only area where the ED governments have way less power than they should (see also: cargo inspections, dock traffic control, etc.)
Spaceship-flying games certainly don't need to have weapons. KSP doesn't and is better off for it. But in Elite (whether Dangerous, or the previous three) it's core to the entire concept, so the setting needs to be in service of making carrying and using weapons a sensible thing to do.
So player choices of where they live / what they do is driven by the topography of the BGS- for example this: https://forums.frontier.co.uk/threa...sible-for-player-assets-such-as-ships.597257/ , high end ships can only be properly serviced at high tech stations (while old or generic ships can be done anywhere) or that superpower alignment actually matters (so that locked ships are beholden to having those factions for repairs).
If you had this and worked out as best you could, it might create more of a balanced field- pirates in the 'real world' use low end and disposable ships because thats what they can risk. The problem we have is that there are no drawbacks to owning a combat ship and using it...er...improperly (
The other well trodden problem is that power creep, credit inflation and other issues have made policing impossible via PvE means when in Open (that is, the police are a bit useless).