Taking away their planetary markets would be counter to that goal.
... but the stations mod doesn't take away markets at all. Orbital stations work just like the vanilla ones - they're basically planets that (usually) lack resources of their own, have a fixed 100% habitability and grow, build & produce stuff just like normal. All the station mod changes from that is conditional resources for those stations - if they're over asteroids, they get minerals and if over gas giants they get fuel gas. The only thing orbitals can't do at all is farming (though I'm sure someday someone will make a mod that adds hydroponics as an industry - hint hint).
So yes I can totally see a pirate faction living entirely on orbital stations and raiding everyone else for food, because that's the one thing they can't do for themselves. Also gives them a good reason for raiding and makes farms into preferred targets - something we've never seen before, to be sure.
Right yeah I'm not saying I wouldn't implement those
alongside Mordreath, Isirah, etc, but what I was saying there, was that the specific names (by id on the technical side) and environments of the planets themselves (so they can't be stations or it wouldn't make sense when reading the descriptions) are heavily tied to the lore of the Adamantine Consortium. So what I meant by not removing their planetary markets was that the specific planet types, locations and technical definitions are required both thematically and because the differing text descriptions for docking with these markets relies upon the ids being the same and other varying conditions to change the docking description.
Implementing the AC with the station mod alongside the core world markets would be useful for further supporting random generated Nex campaigns though, so that is something I definitely like about it.
As far as reasons for raiding, the AC raids pretty much all colonies for people more than food (their bosses, at least, are mostly vampires) because people
are food to them at best, or an utterly dispensable commodity at worst. Food is actually illegal cargo in their territory because they ruthlessly control its distribution to keep their "servants" demoralized and unable to rebel against the dreadlords (not necessarily vampires, but still incredibly cruel and mostly completely amoral - typically lesser vampiric familiars and so only partially transformed, etc) since the servant population tends to be a lot higher on any given AC world.
In the sector's history, the AC didn't start out that way, so that is part of the fun of telling the story. Stuff like how did it get
this bad? Whereas you have examples like the Hegemony, Luddic Church/Path and Persean League in the historical background of the sector's collapse, and their differing reactions to it, I wanted to create something much darker and full of sci-fi horror elements based upon the idea that the great technology of the Domain's past was a tool that could be used for good or evil. What happens if, in one part of the sector, evil wins?