Dear friend, I agree that there is and element of design that means; approx 3 citadels are required to replace a POS, leading to an overpopulation. In the OP argument they mentioned a solace for players escaping pvp.
I addressed that point, because they wrote about it and i have recent and direct experience to share in the forum.
The problem from a 98% non PVP view.
However to duplicate the flexibility of the POS, many citadels are required. And so a change in citadels meta may be needed. This is because the rigs are destructible and expensive, and citadels in relation to rig costs are cheap.
It’s easier to put up a structure than to change a rig. Also to do a thing you need a whole structure (sic), where as before you could just add an array to a dedicated structure. research, moongoo, refining, engineering and defence, fighters, destroyers, et al. every iteration requires a citadel type.
Added to this is the rig/citadel/utility/economics/meta/replace POS dynamic.
All this makes it mandatory to have multiples types of engineering, refineries and (citadels), to achieve what a single POS did.
However I disagree with the idea of Spam, because more citadels means more content. And after all it’s a pvp game.
One does not look at a player/corp/alliance and say they are overpopulated with, isk, POS’s, players, supercaps or moon minerals.
So without malice I disagree on the basis of player freedom in a sandbox. Because if the sandbox allows it then what is the use of complaining.
You have the option remove citadels from your overview, wardec them, which will remove the overpopulation from the system for you, as from your post I can’t see a problem, except it is annoying to you.