I re-read the structure parts … it’s really a mess and maybe even dead-end situation right now. At least I have no good idea to fix it so, that it works for all spaces. With for all spaces I mean, the mechanics are discussed currently with only nullsec in mind. But this means that nullsec mechanics (sovereignty warfare, big players) is imported to other areas in space.
Upwell structures are also a sov tool to control space and areas of gameplay! This can easily be seen in highsec. All major highsec market hubs are controlled by PanFam, because they have unlimited resources to eliminate or bribe any competition … the only resistance left is the Planet V project, which relies on “ISK tanking” and a lucky coincidence of wardec mechanics and citadel timers, but this will go soon.
Highsec population and gameplay style can’t compete with the big nullsec entities in sov warfare, so every big ISK source will be monopolized by those. CCP gave them the tools!
Back to the mechanics, people complain about structure weapons too strong … in nullsec. How is the situation in highsec? No AOE weapons, weak targeted weapons, only subcaps … hence structures aren’t force multipliers and whoever brings more people wins.
Kind of TL:DR
What I want to say, there is no “one size fits all”, if you want to retain the specific ecosystem of each sec area of space, you have to create individual mechanics. For example make structures in highsec a force multiplier for small entities against big groups, and make them weaker in nullsec, where big fleets are the norm.