First +1 OP for creative thinking and attempting to constructively solve a problem that you see.
Second, I hate to rain on your parade but many of the aspects of what you are proposing would require fundamental game system rebuilds because of the mechanics they'd be changing (mCRUs, Uplinks, CRU placement <-- All actually separate systems in the code AFAIK and that makes forcing them to interact require the creation of an entire new system).
Third, you know the most notorious instances of spam? Those around objectives and supply depots, they could still exist under the proposed system. Now, grated, the depot spam would be easier to deactivate but that would still leave a swarm of inert items deployed which could A) be reactivated and B) would actually
increase server load because now the system is checking the status of all of those items constantly to see if they are "on" or "off" not simply marking them as "present", thus unless total links used were cut by more than half it is entirely possible this would be a net loss for performance.
Outright stopping spam is hard/unlikely, discouraging it so that it is reduced/no longer worthwhile is more attainable and that is what the
CPM proposal aims to do. Reducing the number of spawns per link (spawn time remains the same btw) and increasing the number of links carried,
but keeping max active at the current ~2 means links are used up and removed from the field rapidly and thus spam is less persistent even if someone decides to spam.
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Combining reduced spawns per link, with increased CPU/PG to fit links reduces the potential rewards for spam (because the links burn out faster) the ease of spam (because the links require more to fit) and the duration of spam (again because the links burn out faster). Will this stop the depot swap spam entirely? No. Will it stop rooftop nets via Dropship entirely? No.
But it will require those to be actively maintained if they are to exist on field, those clusters will still be easy to clear.
These changes also give the Amarr Logi a more defined and meaningful role on the field by shifting uplink placement into uplink maintenance. The player stays in the suit to actively re-deploy expended links, those links have faster spawn times due to the Amarr racial skill and overall the Amarr racial starts to become meaningful rather than mostly novel.
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