My recipe for fixing null?
1. No more jump bridges, titan or otherwise. All jumping via cynos. Reduce cyno range.
2. Titans and motherships have a maintenance cost - if you can't pay it, modules go offline.
3. As an alliance or corporation holds more Sov, they pay an escalating cost per system.
4. As an alliance or corporation holds more Sov, the time before a system comes out of "reinforced" decreases.
5. All player-built constructs, including outposts, made destructible.
6. Increase variance in the value of 0.0 sectors. Cluster good moons in areas nearly barren of NPCs, while creating excellent ratting/mining systems in areas of low moon quality.
Reasons:
It's my view that stagnation in 0.0 is driven mainly by three factors: defender's advantage, economic scale, and ease of maintaining an overwhelming force.
To the first, with the long reinforcement timers and quick travel between systems, no attacker can hope to take a valuable system before the defender gets there. Which leads us to the second point: because there is no major disadvantage in holding every system you can (after all, you can be there to defend it in minutes), people are incentivized to find the largest alliance, join it, and enjoy its larger capacity for for extracting wealth from territory. This, in turn, allows the alliance to grow even larger, and to take more (essentially free) territory. And they can do that, because of the third problem, which is that, unlike real life, in Eve you never even have to worry about maintaining a military after you've bought the hardware. Because of the fact that it's a one-time cost, Eve players never have to decide whether they should buy a ship they can afford right now. There's no penalty for plowing all your wealth into guns instead of butter. And because of this, whoever has the biggest fleet has nothing to worry about as a trade-off...ever.
That's bad.