It would seem that several things complicate the balancing of envoys and pacts...
One is the difference between a lock team game and a FFA...how does one set pact requirements (techs, relationship, reciprocity, etc.) that work for both locked teams and unlocked FFAs?
Another consideration is eco players....how do you make pacts always useful and viable for all games without making them too powerful in the hands of an eco player?
I'm not saying it isn't possible, but certainly it is difficult...for example, let's say locked teams automatically maxed all relationships amongst team mates...then eco players could grant front liners pacts without using up fleet supply with envoys...nor would the eco player have to waste time getting the envoys to a potentially far off player...this would make eco players even more powerful than they are now, and I'm not sure that's a good thing...
Utilizing embassies and requiring only one (as opposed to multiple fleet supply-sucking envoys) would certainly be convenient, but it is still limited by the reciprocity requirement (where both players have to boost relationships with each other) and thus pacts would only be late game phenomenon...while awesome for SP, it's not really going to do a whole lot for MP...
Again, it may be possible to fix the system, but it's a very complicated system and balancing it amidst all the different game types is going to be the greatest difficulty...I think that if Sins had a much deeper SP experience, people wouldn't be so put off by a pact system that is only useful for SP.....