First, thanks for the dev-blog on this topic.
At its core, eve has two loops: making things, and breaking things.
This is classic supply and demand.
Profitable mining and cheap ships, in a pure homogenous environment, are antithetical.
To prevent stagnation, there has to be "scarcity", however the scarcity theory does not translate from the real world to games.
In the real world, if resources become scarce, people starve to death.
In a game, they play something else.
I believe prior iterations failed to recognize this fundamental difference, which has driven a lot of the pain we've seen over the last few years.
This brings me to the point:
self-sustainability
When you make it possible for any given class of space to be self-sustainable, you eliminate the incentive for conflict.
You break the "breaking things" loop.
Eve of old had scarcity, but it had geographic scarcity.
Certain moons were more plentiful in some areas than others.
Some regions had surplus of one mineral and shortage of others.
This drove conflict, as well as trade.
The more you grant an area of space the flexibility to no longer have to interact with other regions of space, you create incentives for bubbles to form; the dreaded BBD.
Why attack your neighbors, and risk those assets, only to gain space that will need to be upgraded again to end up with the exact same mineral mix you have now?
Eve in its current state needs less self-sustainability in terms of resource availability, and more geographically constrained scarcity.
We need crap space, and good space.
The crap space is where new alliances have a chance to form, the good space is where the established fight for control.
But again, that space isn't worth fighting over if it's materially no better than the space you already have.
I encourage you to pull the old designs on material input requirements by empire, and the mineral mixes by region prior to the removal of null belts, and the iterations on industry that followed Apocrypha.
Prior to those changes, Null was more of a conveyor belt, with clear cradles and graves for Alliances.
It was dynamic, as people fought for access to better grades of space.
I also encourage you to think of any change in terms of osmosis.
Player activity will permeate across a pressure/incentive gradient.
So ask yourself: Where are your gradients?
