my guess about that is just that the game really wants to make the player understand that Sindrian Diktat aren't "based" or whatever. And they do so by skipping the most important part about them appearing subtle to the outsiders.
I don't think that can be the actual reason. Experienced writers like ours have the discipline to understand that a character (which is what the factions more-or-less are) that they're too emotionally invested in in either direction to portray in three dimensions can't really be interacted with in an interesting way. "Kill your darlings" is one of the most ubiquitous bits of writing advice, to the point where even non-writers like us have heard of it, but it refers to negative as well as positive emotions - anything where sentiment interferes with building a comprehensive model of a person or event that allows it to behave plausibly within the story.
Probably there is some critical information that just hasn't been provided to us yet, or that we haven't noticed, in the same way that the ease of raiding and attacking very important planets doesn't make sense right now just because the game is still in production, and not everything that's going to be there is there yet.
This is a game limitation of the dialogue not changing when you become a major player.
Very true, and something that a lot of people miss. Starsector is in many ways a descendant of Escape Velocity - the OG 2D space simulator games, at least in terms of popular culture. A core facet to all of those games is that missions always talked about you the same way, even if you had conquered the entire known universe, simply because there is no way a human programmer or writer could cover every branching point that would be created by needing to know whether the player is the warlord of a mission's source or destination planet.
Interstellar economy requires independent captains bringing in goods and credits to keep the economy afloat so they can't be banned, but the Diktat would really like to.
They have already lost two planets to rebellion and fear a further deterioration. Independent captains are the smugglers that equip the rebels, resistance cells and defeat propaganda narratives by bringing people news from outside world.
Authoritarian states don't always act rationally, if the party narrative is that independent traders are scum, then building them a fancy foreign quarter might be ideologically untenable, even if it is be beneficial.
I think this is a severe oversimplification. I can't think of a single large, authoritarian state that didn't make the necessary concessions to ensure stability of trade with its partners. It's one of the core facets of a functional country, on par with having police, agriculture, or a military. Even the late-stage USSR, the setting of Death of Stalin, which had a pretty explicit, rather hard-to-avoid position on commerce and merchanting, had a cordial enough trade setup that they could import jeans and Coke without much issue.
From a gameplay standpoint, though, it might be more exciting to address this in a different way. What if the Diktat had a special program for favored traders, required to engage in exchanges with them? It could borrow aesthetic inspiration from those infamous tour videos of North Korea, where (presumably) sympathetic foreigners are allowed in to buy things, view the country, and create an impression to locals of having sympathizers across the globe, with large trade companies' captains having to mouth along as part of the job. A Diktat-aligned captain would get the Koryo Tours experience, an unaligned captain would get some worldbuilding material around checking boxes, signing rather exaggerated declarations of loyalty, and then going about their business, and a hostile captain would have to engage in smuggling in order to refuel, even if not on shooting terms with Sindria. As an added bonus, the presumed competence and skill needed to weave through Askonia's patrols would give Macario and his 'friend' a stronger justification for reaching out to a player that's already declared against their government.
Oooooh, Soviet history *and* Starsector? All my Christmases have come at once!
A bit drunk right now, so will come back later, but: Caden doesn't really fill the Malenkov role well. Caden is more Kaganovich -- ruthless hardline loyalist without a purpose once the Big Man is deposed.
Will share more in-depth thoughts once sober tomorrow :p
That's an interesting position. My reading is that Caden is devoted very strongly to Andrada, appointed as second-in-command largely due to his not looking like a threat to number one, and is being positioned by Beria/Macario as a weak-willed, easy-to-manipulate puppet leader in his absence. Kaganovich doesn't seem to go for the position as strongly, understands what's about to unfold a lot better, and, chiefly, doesn't start out as the natural successor.
Ideologically they consider the entire Askonian system theirs. More practically the independent planets are both causing discontent, either through piracy and terrorism, arming resistance or just by existing and leaving a way out for anyone that can get hold of a planetary shuttle.
The independent planet seems to be a Hegemony proxy, which explains what it's doing there. I don't know that it's involved in any kind of agitation, beyond helping the Hegemony with whatever its plans are - the Hegemony doesn't seem like it would create (another) humanitarian and economic crisis just for the sake of it.
The pirate planet, Umbra, is definitely of interest, though. Every faction but the Diktat seems to have a pirate policy that explains the outlaw activity in its territory. Tri-Tachyon uses them as plausibly-deniable mercenaries, so they keep them around. The League makes backroom deals to keep them from causing problems rather than spending the money to eliminate them. The Church is small, humble, unified, and well-armed, so they aren't a lucrative target. The Hegemony doesn't tolerate crime, so there aren't any pirate settlements in their territory at all.
The Diktat, given that they're perfectly willing to saturation bomb an independent colony for competing with them, would seem the types to just flatten (or invade) the actual terrorist outpost on their turf with a small contingent of ships, especially given that doing so would grant them an in-system source of volatiles.