And how do people travel the gates that have no access to them? With your suggestion, you can just create an almost impossible to reach region of space with loads of farming potential and nearly no risk.
Wormholes, cyno jumps, cov ops cyno jumps, mobile cyno jumps, bridges, gates hacking (from my suggestion), other ways, which more creative people will definitively come up with.
It’s a team-oriented game, not solo.
Except for wormholes and maybe filaments (which I included into my “near impossible”), none of your suggestions can get into systems if they don’t have gate access. This has nothing to do with solo or team play, it’s outright not possible and feasible.
You always has a defence advantage in your ‘own’ system. That’s why it’s called ‘home’. And that’s why it feels so rewarding when you manage to get someone evicted.
For ‘nobody except people with +10 standing’, I mentioned ‘gate hacking’ in my suggestion. And it’s only one option.
The safest place is true, which may become a ‘nightmare’ trap to those who get used to that safety too much (cyno → hot drop → gates disabled).
Once again, it’s a team-oriented game, not solo.
Gate hacking is worthless if the people owning the gate know that you do it, which in turn means you won’t be able to do it as they can just come through and get you. You don’t need to watch a ton of gates. All you need to do is watch strategic gates that lead into certain areas and that you can easily cut of and watch. Dead end constellations, dead end constellation swarms, regions with only 2 entry points and so on and so forth.
None of the other options are any way feasible or reasonable.
May be kind of a new module, call it “Gate Protocol Override”, that uses isotopes (or anything else, up to new PI product) to completely disable Gate standings as long as overriding ship is not destroyed and has isotopes/required ‘fuel’ for the module in its cargo hold?
And of course attackers or just those who are passing by use star gate isotopes, defender’s ones, to make those jumps