Honestly the best way to fix balance would be to find more ways to bring anarchies more in line with other factions, and other factions more in line with anarchies.We need a way to sell bartenders illegal drugs in non-anarchy systems, and increase anarchist factions influence when doing so. Put the narc back into Anarchy.
For instance - if you go to a res site, the pirates there can be from any faction, including the controlling one.
Therefore, any faction should be a viable target for pirate lord assassination missions, and pirate massacre missions shouldn't care what faction the pirates you kill are from.
Undetected murders at lawful settlements should not incur bounties, thereby making all faction types a viable target for farming materials instead of encouraging people to exclusively go after anarchies.
"lawful" and "criminal" versions of the same mission type should have similar requirements - piracy and liberate missions should both be generated with the same rough numbers of cargo, instead of piracy requiring you to steal amounts of goods that make it impossible in a small ship while liberate jobs can be done with 8t of cargo space tops.
The disparity between anarchies and non-anarchies in this game isn't just limited to one or two things, it's stacks upon stacks of little things that all combine to make the whole thing wildly unbalanced.