All Valid points. I think I need to elaborate more. This isn't just about player colonies, it's more an overall impact.
If you're in mid-game trying to get the money and loot together to make a base- even with commission -I've found it is particularly difficult to get rid of the pirates for more than a few months. I understand they're there for a challenge, and that's fine. But I can't even attack some of these bases due to the sizes of the fleets they've guarding the place. By the time I get rid of the guards a replacement fleet is already around the station again.
Part of this suggestion was just pure frustration. The other part was on how this really is an issue. Thankfully there seems to be a cap on the amount of pirate-stations. It's still quite damming to get funds together, only to end up throwing said funds into stabilizing the colony, trying to kill the pirate base, and then getting rofflestomped on the way to the pirate-base by a returning swarm of pirates.
I understand that having the bases just be there means they're a constant nuisance and thus challenge for a player. But, when I have 5 odd stations sending waves into the sector pillaging and yet, none of the said bases are eventually taken out by the antagonized factions it feels strained. Eventually the bounties for fleets go away, why not the same for the pirate Stations and have the station go with it?
EDIT:
Not all bases would fall I presume, so, perhaps like 75% of pirate bases active die off depending on strength and proximity to the central cluster.