If a ready-room is created per system, then it would be possible to setup quick response forces.
I suspect that will be one of Test's primary advantages.
If we can track our own people either by signing up for specific time that we're on and can be called upon should the need arise, or if we actually check-in as serving in some capacity so many hours each week with some sort of reward (like tokens, or others will then fly fighter escort for our freighter) then we can actually mobilize the most precious and important resource in the game--the players' time. It is usefully tapping into the players' time and skills that is the source of real POWER in games like this.
I can imagine an internal rewards system, where every hour served manning a turret or flying fighter escort you earn 50 minutes time others will do the same for you, and thus actually skims the till so Test itself obtains a bank of earned credits where we all jump in because a special op flying the Javelin is on the table, etc.
And noting too, any system like this has to be designed around how people play. If you're like me, most times I just want to do something a little mindless, so flying escort for an op someone else designed is just fine. OTOH, every so often I'd like to design an op. That takes more time and attention, and I want serious support for my plans, so if there is a way for me to EARN that support by other players, I'm totally into that.
Without something like this, freighter pilots are screwed. The whole universe comes to a stop if they don't keep flying, and they need fighter escorts to do this. So how do we motivate the fighters to fly "boring" escorts when they can be killing Vanduul and earning cash money? We have to pay them somehow, which means the freighters need to be earning serious cash with their hauling.
It's 5 jumps from Oberon to Stanton. That's lots of opportunity for pirates, and needs to generate lots of cash if you're hauling, or folks won't be hauling for long.