Despite acknowledging that the issue(s) probably shouldn't be "fixed", I still attempt to discuss some of the aspects on a theoretical level. But the usual response I get has nothing to do with what I am talking about. It's generally something like "should have read the box" or one of many other canned responses.
That response is because what you point as an issue is not really a flaw, but a deliberate design choice.
Frontier decided, from the start, that every player, including those playing in Solo, should be able to influence how the shared galaxy develops; there are videos nearly three years old explicitly pointing this. The idea was that the fate of the galaxy would be decided by who got more support. The instanced design of the game precluded any kind of tactical play anyway, as you would be hard pressed to get anything bigger than a 4x4 fight with the game's networking system, so making the choice basically a popularity contest doesn't negatively impact the result.
Atop that, the core idea of the multiplayer aspect of the game is that players are free to choose who they allow to play with them. Which means that no player would ever be able to force their will upon another in a lasting way, that there would be no way to prevent others from enjoying the content they want to play. This basically precludes any kind of denial tactic — such as a blockade — that is not initiated by the devs themselves.
You apparently see the lack of ways to force direct conflict and the lack of effectiveness of denial tactics as flaws. I see them as the best feature of the game's multiplayer modes, and something deliberately included by the devs to boot. Hence the "working as intended" and "should have read the box" answers; those characteristics of the game you see as issues are, from my point of view, intentional and highly desirable features.