I was thinking about the idea that everything in Eve has a counter… But the cynosural field generator is not completely counterable. I know there is a systemwide cyno jammer and a mobile cyno jammer, but these are modules for prevention.
What about a module that will interrupt and prevent a cyno from being lit on a targeted ship?
The cool part about this is that it would have potential benefits for both attacking AND attacked ships. If a skiff has one fit, and is hot dropped, it could target the cyno and prevent a hot drop, (if it gets it off in time), or even limit how many ships get through (and, just to make it interesting, any ship in the middle of a jump when it is shut down is randomly placed in system… or maybe in the constellation? evil laughter).
But a hunter ship could also get a lock on a target (say, a ratting carrier), and prevent it from dialing the bat phone, calling every capital within five light years, making a slower response. (And likewise, scattering responding ships caught in flight when the cyno is shut down.)
This would make bait ships more effective, too.
In general, such a module would make many aspects of ganking PvP, both attacking and being attacked, more dangerous.
IMHO, it would probably take more power and CPU than a cyno, and possibly require the usage of some fuel (liquid O?) Given that the cyno is a high slot, why not make the cyno cracker a high slot item, too?
I see some real possibilities for new strategies, moves and counter moves, in this.