As for the whole debate about community goals, honestly I wouldn't be against separate community goal tallies for groups/solo/open, as it would serve the solo player as well. Maybe make it so that in the solo instance the open contribution is shown as what the other parts of the faction as NPCs did (which would be basically true, treating open players as invisible npc background simulation from the perspective of the solo player).
Although I think this would be a great solution, there might be some complications.
Personally, I see the only valid grievance people have with the different modes the way CG are handled and even in the current setting there would be different options to even that out with for example: in a warzone have a lower limit on the number of ships any faction has and have that trigger the spawn mechanism, etc...
However, if we get different CG for each mode, this might again lead to new problems. We see that in some situations the outcome of the CG will determine the timeline for the entire universe. Will faction A be victorious in system B, will person Y gain influence over person X. These kinds of things, from GalNet and in community goals will mean that if we have say 4 CGs for an event, and 2 support faction 1 in open and solo, the other 2 support faction 2 in open and one in solo, what would determine the eventual outcome of said events? Because then we might get complaints that either the solo or the open CG have more effect on the outcome of the conflict.
And if they were completely split (some conflicts are only in open, other conflicts only in solo) this would force people who feel involved to jump between game modes.
Also, how would you handle groups? Since there are potentially 500k+ groups (everyone can start a group and have different members and code of honour for players in that group), would you need a CG per group? Would people join the group that makes them perceive the most advantage?
Also related to the skill argument: how do you propose to balance between casual players and players who have loads of free time? Should your contribution to a CG be divided by the time you play for that CG? And should it be divided by your total assets, so even new players have a fair chance to come out on top?
I know some of these examples are oversimplified, but it does indicate the difficulty FD must have in balancing everything with this many people with this many preferences of play-style.