Well, I found this by Googling for a less than related reason, but even though this post is just over 2 years old, it still raises a few interesting points. Why can player STILL not set a system bounty on a player faction owned system if there is pirate activity (I don't think Pather activity generates Pather fleets, could be wrong)? This seems a reasonable expectation since player cannot yet deploy fleets from player faction, either to kill pirate/pather base or just to attack another faction (although it is an oft-requested feature). Basically, player has to either wait out the pirate/pather activity, or waste their time going to find and kill a pirate/pather base, instead of just setting a bounty if player has enough cash and go exploring (ie, player pays some set amount for bounty depending on activity strength [say 100k], if bounty paid out is less than this, player gets a refund [or money rolls over into next system bounty, but this seems like pointless extra programming]; if bounty amount paid out exceeds whatever player put forward, either cough up extra dough or lose rep).
I'm also curious why game only spawns a bounty hunter to attack player when player fails to deliver on a contract or doesn't repay a loan, but not when player is considered REALLY hated by any arbitrary faction that isn't pirate or pathers (since these use a different system)... basically a less threatening version of a vengeance fleet from Nex mod.