I love the passion and the well thought out arguments however I really want to avoid getting into a full debate and detailed analysis of gameplay issues such as this since the focus on beta 1 is more technical. However, I do have a few comments that might help.
First, I can understand a lot of the points against Phase Lanes and I would probably make many of the same arguments if I was only presented with what beta 1 has to offer. The complete picture is not available to you so I can't blame you. At the same time I can't give anything away but some of these ideas already exist in our version.
Secondly, we spent almost a full year testing the fully connected model which is essence means no lanes and the ability to jump to any planet at any time. This was the original design for Sins because like you, that sounded the coolest and there are plenty of great arguments for it. Unfortunately, it just didn't cut it, and boy did we try like madmen to tweak it to get it to work. When we made the switch, the current system was unanimously acclaimed as more fun, especially when so directly contrasted against the previous system. At a later date, when our focus is on gameplay issues I will elaborate on the details of what was wrong with the fully connected model but here is a very very very short summary of the top problems in no particular order.
1. Reduced sense of meaningful exploration. Difficult to explain at this time without giving future elements away.
2. Reduced macro strategy due to lack of terrain and key objective locations. Chokes points, front lines, bottlenecks, supply lines, trade lines, sieges etc are critical.
3. Whack-a-mole. Neccessary to maintain defenses and fleets at every location. Very frustrating. Reduces strategy to the Ender's Game model for offense.
4. Not compatible with real-time gameplay. So many potential targets and locations to defend stresses even our best tester's RTS micromanagement skills and ability to multi-task.
5. Many multiplayer balancing issues. One example: without terrain, it is much too easy to throw a combined effort against singular targets and overwhelm them especially since players are forced to distribute defenses so broadly.
6. More at a later date.
We tried a lot of creative ideas including some of those listed in this thread to alleviate the issues but ulimately they didn't add up. We had to look at more complicated solutions (it is much easier to implement a fully connected network than the Phase Lane system).
Thirdly, we very quickly realized there are problems with the elements of the Phase Lane System that was presented in Beta1 that are independant of the additional elements you don't have access to. Some of these include the jumping thru well problem and the starting position problem (which is particularly bad if you start with a large number of players on a small system). They will all be addressed.
Fourth(ly?) We do intend to provide a fair bit of galaxy customization at a later date. Even if those options fail to satisfy, if you've been following the sins IRC channel, you would know there has already been a large amount of progress in how to mod Sins - even without the tools we will eventually be providing.
Fifth, nothing is locked in stone and we are always open to ideas. Heck, we've changed a lot in the last week based purely on forum feedback and there is much more to come. Even by the time I finish posting this there should be another patch up full of forum recommendations to "try out".
Finally, until the full picture is known I know its going to be a difficult ride for some of you to accept the Phase Lanes as they are in Beta 1. Give them a chance for the moment, its only a technical beta. With a bit of patience and some healthy dialogue I'm sure the final product will be more than satisfactory.
Thanks again for the enthusiasm, passion and well-thought out constructive criticism. It does have an impact 