Aright… so it works.
You scram and web and blam blam blam at a stationary target… until you pod.
Nerf Warp Scramblers with a timer… from thirty seconds at Lvl 1 Propulsion Jamming with a ten second cool-down, improved with skills. (Add a ‘Propulsion Jamming Specialization’ Skillbook to improve that further) … to hold a target in place you must co-ordinate and cycle scramblers in sequence through the fleet or fit two or three scramblers (with penalties), rather than throw all the eggs in the pan and wait for your omlette of isk.
Nerf them by phasing their activity… ten… fifteen… twenty second bursts (skill-dependent on Propulsion Jamming as above).
The best bit:
3) Warp Stabs.
Keep the -1 point per stab in passive mode, but also let Warp Stabs operate ‘active’ like mini-micro-jump drives… hit ‘Warp’ while the Stab is ‘active’ and Lvl1 Warp Drive Operation skill gets you 75km burst in whatever direction you are heading… just enough to break lock or skip out of a bubble if you are lucky… skill up to go further.
Give ‘active’ Warp Stabs drawbacks and scripts to modify them:
Script One: modifies and reduces a 1000% increase in heat sig or sig radius of an activated Warp stab that would make the fleeing ship almost instantly scannable with combat probes.
Script Two: modifies and reduces the five minute cool-down period, while the sig reduces to green from red on the HUD. (add a Warp Drive Specialization Skillbook to reduce the drawback).
EDIT: Forgot to say… the Warp Stab should have an aggression timer.
The aggression timer still allows time to scan down a fleeing target. Short burst escapes still allow target lock, but gives the target some flight time before podding. Combat would become more mobile… pvp gangs more diverse… safe-spot hopping and lots of nervous moments behind planets for your petrified victim while you hunt 'em down.