My take on things:
One ping systems are just boring at the moment. They're not so much 'hazard' systems as they are 'well you might get jumped by a frigate or two' systems.
Two and three ping systems are dangerous; an unprepared fleet jumping into one of these will die. A prepared fleet, by contrast, is only really at risk due to CR depletion.
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My suggestion would be:
No hazard warning: Some systems should have [redacted] fleets, up to around two frigates, or dormant fleets of up to a maximum of a destroyer or two (plus supporting frigates). This is roughly equivalent to the (practically nonexistent) threat level of a current-game one-ping system. [Redacted] fleets in these systems do not regenerate.
One ping: These systems have a new class of [Redacted] warship: the Fleet Tender. Fleet Tenders are, in combat terms, cruiser (or possibly battleship) sized carriers; like the battlestations, they fly alone & won't hunt the player, instead preferring to orbit through asteroid fields or around planets with significant mineral deposits. Fleet tenders by default spawn a handful of small fleets - a couple destroyers and frigates - which they send to patrol jump points, or keep in close escort. If the player smashes a few of their patrols, a fleet tender will start spawning larger patrols & adding officers to the fleets it generates. Maximum threat in a one-ping system should be a single [Redacted] cruiser with a low level officer (plus supporting ships) - at least until the player goes and hunts the fleet tender itself - and that threat level should only turn up if the player sits around for a couple in-game weeks farming [redacted] fleets.
Destroying the fleet tender in a one-ping system is the end of the threat; [redacted] fleets will not regenerate without it.
Two ping: Tends towards fewer fleets than current two-ping systems, but those fleets start with officers & ramp up to max level officers. The damaged battlestation is fine as is. Two ping systems might use a single fleet tender as a mini-boss in much the same way a one-ping system can spawn a cruiser if the player hangs around too long.
Three ping: Uses officered fleet tenders as offensive vessels; defaults to high level officers on everything. Response fleets (those generated when a player starts taking out patrols) can include highly dangerous additional hulls: destroyer-class vessels that function as up-scaled versions of high performance frigates like the Hyperion, Scarab, or Afflictor.