In the overworld i would suggest cheating to be the following:
A. High risk economy breaking.
If: The cheater is able to extract more resources from the overworld on a single run through hacks than normal players.
A1. they can use more ergon energy than was allotted (>4000 (+ergons) )
A2. They are able to have more catch chances than are allowed in the form of increased dimensional stability. (This includes making your characters OP to solo an encounter)
A3. They are able to catch the same illuvial multiple times. In the form of duplication assets prior to purifying.
B. No economical risk other than reduction of price
If: players are able to circumvent any and all effort during a run.
B1. They can use infinite kinetic energy.
B2. They can one-shot or shoot infinite amounts to instantly open a singularity
B3. They can teleport to specific points on the map.
C. Low risk, slightly reduces value of specific assets.
If: the player has more information through hacks than the regular player.
C1 map hacked -> allows details of every instance or deposit on the map.
I would say A is a definite dealbreaker. You cant allow hackers to be favored in some way. Not that i know if any of these is doable.
B creates a negative sentiment around putting in effort, but since every player will have to spend to go on a run, there is no issue to the ecosystem if they finish a run almost instantly.
It should be noted that through B-hacks the economy needs to be spot on to allow accurate minimum-pricings for all assets.
C is the least impactful (yes in concert with B it actually somewhat is) and i would allow players the option to buy this perk. Running around the overworld over and over and over gets boring. And leaving always makes me question whether i got all the good stuff.
Could you help bring to light things i missed?