Leaving a "loophole" in the pirate base so you can essentially bypass and ignore them in order to easily pursue certain strategies is a poor game mechanic.
You aren't prevented from scouting by a pirate base that's buffed--just forced to go around it. That's actually a pretty true-to-life comparison. To hold the sway pirates have, they'd need some sort of credible deterrent to simply coming into their base and wiping them out.
The bigger change is with the titans and many of the new abilities coming in with them, the pirate base is simply an experience sop for capital ships...one-stop shopping for that new titan. It's the same problem that early pirate versions had in Sins. It used to be wonderful when your opponent sent a pirate raid becasue you could park your capital next to a single turret and harvest pirates all the way to the top.
Pirates were buffed up as a result and experince gained is less for pirate ships now compared to their TEC counterparts--it used to be the same.
In a single player environment, having to work around the pirates adds some difficulty to the game which with titans hasn't gotten harder.
I'm not suggesting pirate raids be beefed (though adding corvettes is certainly welcome).
I am putting together a planet mod with three base types for pirates--the default, an improved base (more along the line of what's discussed here) and an outpost which is simply a spawn point for raids with trivial defenses.
But I have never understood why sending a scout to the left and a main battle fleet or valuable ship to the right with a free pass is seen as part of any sort of real "strategy" addition to the game.