The TL DR is at this stage its more important to get CCP to fully understand conflict drivers, than it is to pitch personal ideas.
For example, why was a dyspro moon a conflict driver, but a xeno athanor is not?
Having said that my answer to that has to do with mechanics, granularity and stakes:
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Mechanics as in simply the mechanics that govern how the players fight over the valuable moon, ie. old pos vs current citadel. And some work already went into addressing the anti-conflict outcomes of current citadel mechanics during CSM14.
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Granularity as in there has to be conflict drivers designed for various sizes of player groups. Where a smaller fleet can cause a comparative small trouble which leads to conflict, especially if uncontested. A good example of this is the work done towards new ESS mechanics (see minutes) where if you ignore a small fleet in your space and leave it uncontested, it starts stealing your resources.
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Stakes as in there has to be valuable stuff to fight over, with clearly coded rewards for winning objectives, and penalties for losing objectives, especially losing objectives without trying to fight for them. In the current design it just makes too much sense to let citadels and sov die and then rebuild later. There is also very little reward to killing enemy citadels, even moon miners. One of many solutions that ccp seems interested in is adding more value to each citadel and having that value drop for the attackers if the citadel is destroyed. As an extra here, some parts of space especially low-sec need to have something valuable at all to begin with that people can fight over.
We got the JB nerfed to where it is out of range of the doomsday. I think more work should go on the JB balance but aimed at how easy/hard it is to disable bridges rather than adding fatigue. Play and counterplay.
As for passive income, I don’t think it should come from moons, but rather something new. In my presentation to CCP I explained there can be at least 3 basic approaches to passive income. The model of the egg, the well or the tree.
- The egg model is something that pops up around the map every now and then and whoever wins the objective harvests all the resource instantly (ie NPC sotios).
- The well model is something that generates steady passive income for whoever acquires control of the well (ie Old passive POS miners). Unlike previous iterations, the well should eventually deplete and a new one spawns elsewhere.
- The tree model is like the well, but the amount of resource it generates ramps up slowly after it is conquered. That rewards holding the tree for a longer period of time and makes it non-viable to just passively claim trees all over the map and run around flipping them back if lost (one of the problem old passive moons had).