On the other hand, those proposed low-sec gate gun changes. . .
... are best described as analogous to the wardec changes. Instead of balancing risk/reward for both parties, it shoves it overwhelmingly towards the side of the "defender"... but the extreme cases only apply under certain conditions.
Having read one of Greyscale's responses to a thread on the forum, however, I'm starting to understand how it was actually meant to work: the 4 1/2 minute timer is
per person - not the entire gang - and warping off will reset it down to the initial value. So: if you have five people, A through E, and gate guns cycle at their current 30-second rate, it'd take 22 1/2 minutes for it to ramp up to "deadified triage carrier" DPS for all five players assuming none of them warped off. But if they warp off after they take a 30-second cycle and come back, they'll only ever be getting shot at with the initial DPS range.
If the idea is to discourage constantly camping gates ala Rancer, it's not an entirely unreasonable way to go about it, and you'd have to have a pretty bad set of dicerolls (or a bunch of complete assholes as gangmates) to get the guns to shoot only you for that long in one stretch. The numbers probably should be tweaked downwards a bit, though. No disagreement there. It will, however, discourage extended fights on gates and stations that weren't started as camps, and
that I don't care much for.