Thanks man! You know thats what Pirates should be: They HIT you where you (or your fortresses) aint. They are sneaky, FAST, elusive and hit your economy, merchant fleets. They steal from you and evade you, but arent able to detroy cap ships, fortresses, or even planets...
On the other hand it should not be EASY to fight them so thats a dilemma. For that, I like the idea of paying them for a mission and as a result they are stronger. But that should be for that raid alone, and never as strong as a real professional armada with several caps, from an economic superpower. Just imagine what YOU as (i.e.) Advent player could buy for say 5,000 to 10,000 credits...First of all you must convert much credits into metal and crystal. Then you can possibly build 1 (low level) Capship with some supports...Ofc, If I spend 100,000 credits into them pirates its a bit different but here I think is the linchpin (for the devs):
Piratestrength (at least the raids) should be computed just as before in entrenchment (maybe a bit stronger, but not much, else they start to dominate the game). Piratebases imho should be somewhat stronger than before but not as insane as they are now. FULLY developed armada's should still be able to take them out. BUT...when a player pays the pirates for a mission, this attackmission (and this attack alone) is as strong as the equivalent fleet the paying player could have bought for this money. Taken into account crystal and metal conversion with current prices and, if you like, the tech-levels of the paying player.
What I mean is, suppose you give the pirates 10,000 credits. Thats a pretty large contribution early or even in mid game, not? What can they build for it? A bit of a light frigate costs 1000 credits if you must buy metal and crystal for it (at current marketprices) too. Heavy cruisers will cost 1400 credits this way and support cruisres 1550 credits. Let's not mention Capital ships. They would cost 6,000 credits... So this will grant them pirates 7 to 8 ships (as strong as you could have made them) on average. Btw I used some advent ships to calculate this and took a marketprice of 475cr/metal or 475cr/crystal.
Now that is a bit too weak I think so let's assume the pirates can manipulate the black market a 'little' bit better than an empire could...Then 10,000 credits will give them, say, 10 ships at max (just brainstorming now). At least 2 less ships if there is a 'capship-strong' ship in this pirate fleet. And those 8 to 10 ships are no stronger than a decent fleet composition of the player that payed the pirates for that mission (which is actually quite strong per ship). Add in the pirateships usually send out on raids and there you have the piratefleet!! Roughly 9 'normal Empire-strong' ships per 10,000 credits spent plus the normally included (weak) raiders.
Now, if you want a real superpirate raid on your opponent, its gonna cost you...50,000 to 100,000 credits! And all the other pirateraids for bounty are just as they were in entrenchment and if we dont want pirates for XP-foddder, well, XP can be removed from pirates, or Pirate-XP can be capped to level 4 at max, or just made less and less effective for higher level Capships.
Now would those ships attack a fortress? I'd say they would be faster (because they are pirates) and try to evade (even slip through) fortresses and attack an economic target they can possibly take. No planet busting abilities. Tho attacks on planets that steal credits are ok I'd say, but such an attack wont destroy population or planet health.
Gosh I gotta quit typing its a long post again 
Want to say 1 last thing: I love this game!! Thats why this pirate-issue wont leave me ^.^
"Keep up the good work, and we ll stay on friendly terms
" /salute!