Agree with you OP, there's not enough options or availability for 'negative' impacts to factions. Prior to the 'slowdown' on Mar. 1 I was able to move influence some by pirating and selling the goods to black markets; now it has little to no impact. I think the suggestions you made in your first post would be excellent additions to bolster the "ignoble" playstyle. Just as I feared: FDev implemented the Crime and Punishment system, but completely forgot to add some incentives to the Crime side. Not to mention how difficult some of the less-then-legal missions are (steal 56T of cargo from a target in a high security system for 1M, I'm looking at you...).
If I may add two things to your list:
1.) Hatch-breaker limpets paired with a Manifest Scanner should allow a player to target the goods they want to siphon, just like choosing a subtarget
2.) Collectors should be faster than 20m/s in mass-collect mode, maintain speed after retrieving cargo, and cargo held by collectors should be immune to damage (ex. if I'm moving at 10m/s the collector shouldn't cause cargo to explode instead of delivering it).
NONE of my Pirate builds use Collectors for all the issued mentioned in 2; I always recommend people not use collectors when pirating as it takes more time and loses more cargo then simply manually scooping.
If I may add two things to your list:
1.) Hatch-breaker limpets paired with a Manifest Scanner should allow a player to target the goods they want to siphon, just like choosing a subtarget
2.) Collectors should be faster than 20m/s in mass-collect mode, maintain speed after retrieving cargo, and cargo held by collectors should be immune to damage (ex. if I'm moving at 10m/s the collector shouldn't cause cargo to explode instead of delivering it).
NONE of my Pirate builds use Collectors for all the issued mentioned in 2; I always recommend people not use collectors when pirating as it takes more time and loses more cargo then simply manually scooping.