Its fun to read all these and in some way nod in approval or wonder just how much i (or others) can understand and portray emergent mechanics of many players involved with one another. I bet CCP is in much theorycrafting as any of us.
So i just wanted to add a few views of my own.
For me, one of the big dissapointments with EvE fleet battles, be epic or small gang, is that there is little option to actually "flank" an enemy fleet. And in reality, with the current 3d mechanics of the engine, when we warp out in space, it does not matter if you are up or down or left.....as long as you are in range and lock it, you can fire and therefor battle against each other. But you can hardly "outrun" or "outflank" your opponent. I always wondered why regions did not provide for multiple alternative paths inside them to flank opposing fleets through the use of "sideway" gates and routes....... Chokepoints you say? of course i would love to have those, but between regions...not in constellations, nor in single systems in the middle of the dam whole region. it would also make regions themselves a more distinctive location, with plenty of people travelling around it, with very specific entry/exit points with high-traffic. Such a change is drastic, since it will alter the entire cluster landscape but i cannot stop wondering how many fleets would get smashed with such geography.
Also, on the topic of holding terrrioty, it also seemed strange that a sovereign nation could put up their flag "anywhere", just place a POS and no matter wether it was 5 or 25 jumps away from the nearest claimed system, it was the same. For me territory benefits should come to those who have are able to set a contiguous border and hold it on their own. I would not remove the option to actually put a POS anywhere you want, but in order to really get the benefits of Sov holding, it should be a contiguous "land", and therefore recognizable by other sov holders (specially CONCORD and the Empire in political context).
Finally on the issue of capitals and supercapitals. My view is very simple actually
Dreads: Gun Heavy hitters, both against structures and other capitals, siege cycle shorter (2-3 mins?). Best jump range.
Carriers: The logistics/supply backbone, up to 5 fighters only (no damage bonuses), fighters being defensive drones against capitals triage cycle shorter (2-3 mins?). No ability to use ganglinks at all. Best jump range.
SuperCarriers: The offensive backbone, up to 10 fighters/fighter bombers (5 from skills, 5 from supercap skill bonus on ship) and bonuses to them, no ganglinks at all, no jumpclone or ECM burst abilities. Average jump range
Titans: The command forward base, Ganklink centric (with uber fleet bonuses?), with DD, clone vat bays, and portals. Plenty of hangar space (30-40 BSs in maintenance hangar) and corporate hangar (equal to a POS hangar array), with up to 5 fighters. Worst jump range.
Removal of rigs to all caps/supercaps (in itself is just nonsense that i can rig a 14km long ship). In my less than well informed view, this could balance capships bewtween themselves and against sub-cap fleets, suddenly the spider tank holding the large supercap fleet has a weak point, the carrier, and they can be neuted and destroyed by subcaps.
As for the development of 0.0....well........i can't say much, but would love to see moons changed to degrees of metallicity, so you get random quantities of moongo up and down (ie: an uber moon gives tech/dyspro/caes and next time another result with mixed stuff centered around one of the particular rarities), with moon miners placed outside the POS shields so they could be sabogated but not destroyed. It would solve the technetium bottleneck and would also give an average "value" to a moon, but not absolute isk value per hour.
Would love to see destroyable outposts or the ability to set Treaties, but those features might be so complex that i wonder how such game tools could actually help 0.0 somehow.