Ok, I'm loving these upcoming developments to the raiding system but I do feel like the system itself is taking place in a very, err, static envirorment.
What I mean by that is that during the whole game, only your colonies grow, only you establish actual colonies (counting Luddic path and Pirate bases out since they do not produce and/or demand commodities as far as I'm aware, altough I think you can sell them specific stuff for a lot of money?) and most importantly for me I think, once colonies are gone the faction will not make efforts to reclaim it and/or try getting a new domain.
Current raids can usually just be spammed after a tactical bombardment to obtain the exact same results plus blueprints/resources and without the negative effects of a saturation bombardment, this also makes me feel like once you can raid something, you're basically beating a dead horse that is your target faction already.
I believe an update of this magnitude would require additional game changes to truly fuction as well as it was designed once into the game:
1) Increase the time marines need to recover from a raid. Being capable of raiding the same planet again after just one day (more or less) breaks the system no matter how marines are overhauled. Either give them a fatigued state witch revovers after a week or two (and is reduced the more experienced marines get of course) or just slap a placeholdery hardcap to raiding, maybe once every two weeks?
2)Allow the faction with a planet on the brink of decivilization to send a "stabilizing expedition" to said planet to save it. It would provide much needed longevity to a planet that's been raided to the ground and that would grant the player an admittedly massive market advantage if said planet was a major producer of I don't know, fuel, heavy machinery, supplies?
3)Allow faction planets to actually grow, therefore also increasing their market shares overtime. This would have the player need to become a dedicated raider once he/she has achieved resource monopoly and the AI is going to try and get a bigger slice of the cake. This would also give you guys the opportunity to expand the current survey data mechanic as there currently is no motive behind a faction giving survey missions. Imagine actually having to think before giving pirates survey data of a class V planet not too far from the core systems...
4)The former two suggestions have a problem tough, how do we define and limit the extent of what a faction can do? I'd actually give them a monthly income, just like the player. It would either grow or decrease based on how many factions are at war with them, how many military fleets it's rebuilding for various reasons, how many expeditions are being funded and also what are the faction modifiers.
5)These modifiers are simple, some factions are more prone on aggressive expension but will always leave many of their settlements to themselfes if they're endangered (looking at you pirates). Some other factions could not only be against any faction expanding outside the core systems in terms of reputation, but they would automatically send expeditions to said colonies as soon as they pop up provided they have the funds for an expedition (Luddic church). You can imagine similar AI behaviours for the other factions aswell, I will not produce any more half-baked ideas since I think the reply is long enough already. Again, I love how many mechanics in this game are costantly being overhauled for the better, keep it up lads!