Let's talk about this as if there were no teleporters, just terrain. Currently, there are three "natural fortresses", connected by extremely narrow choke point peninsulas (that is, teleporters) with width (that is diameter) in the tens of meters. The syndicate protection boundary also coincides with these choke points. Gremrod proposes a time-based rather than space-based change to the syndicate protection boundary. I believe the effect of Gremrod's change would be to widen the safe-surveyable zone somewhat, though scouts/surveyers would have to periodically jump back and forth in order to survey.
The various people who are suggesting removing the safe zones are recommending moving the syndicate protection boundary closer to the narrowest point of these choke points. I don't see how anyone could think that would encourage interesting, dynamic pvp.
If we move the syndicate protection boundary away from the teleporter (either remove syndicate protection on the alpha island in an irregular region around the alpha side, or extend syndicate protection out into the beta island in an irregular region around the beta side), then both the attacker and defenders jobs become more difficult - which point is best to attack? what strategy is best to cover this area? - and there's at least a chance of interesting, dynamic pvp.
Basically, what I'm saying is: teleporters are terrain. They're really extreme choke points, and that very extremity makes their presence dominate the strategies around that point, heavily favoring very boring, obvious strategies. Moving the syndicate protection boundary away from the teleporters would dilute their effects on the gameplay.