@Dev Zoom
I understand your point, but almost anyone able to take on an infestation 2/3 mech is able to take on one of the solo T1 mechs that are permanent spawns on the alpha islands (and which drop the same loot as the infestation mechs. So, the people you appear to be trying to appeal to are a small minority of the game population. But, for the majority of the game population, you run into a problem that is a combination of economics, probabilities, and psychology. Let me phrase the problem in a different way.
Players have a finite amount of time in which to play and advance their characters' goals and tend to pick relatively efficient ways to spend their limited amount of time. The hard-core players will calaculate it down to how many NIC/hour various activities yield, but even the casual players get a general sense over time of whether what they are doing is worth the time and effort they spend doing it. If their sense is that it doesn't pay, they eventually stop doing it.
Let's say a hypothetical player takes a hypothetical mission to kill 10 bots or decides to go farm one of the solo mech spawns. The drop rate for kernels is 50% and let's say (for the sake of the example) that the chance of the npc dropping a T2 mod is 5%. They spend 10 minutes traveling to the spawn, some length of time (say 20minutes) fighting NPCs and 10 minutes returning to base. They've spent 40 minutes on the activity. The chance of a kernel dropping is random, but because they had to kill 10 bots, they almost certainly got SOME kernels for their effort. If they repeat the activity several times, the avergae drop rate for kernels per trip will approach 5 . If they repeat the activity a few times they may even get lucky and get a T2 mod to drop. Either way, they have something to show for their effort and at worst (only a few kernels) are satisfied that what they did was productive despite their bad luck and at best (lots of kernels and/or maybe a T2 mod) are ecstatic about their good luck.
On the other hand, our hypothetical player hears in general or corp chat that an infestation mech has been spotted. They interrupt what they were doing - e.g., drive their sequer/waspish/whatever back to base (say 5 minutes), travel to the spot (10 minutes), fight the mech (5 minutes), and then have to travel back in order to resume what they were doing originally (another 10-15 min). The chance of a kernel dropping is 50% again, but there is only 1 'coin toss' possible. The odds are 50% that they have nothing to show for their half hour besides a few k worth of plasma and if so, are pissed off that they just completely wasted a bunch of time. After 1-2 bad rolls, the next time they hear about a mech being spotted they just continue doing what they were doing because the activity hasn't paid off for them in the past.
My point is that some kind of reasonably consistent pay off has to be re-established for these spawns or they will continue to be ignored by the majority of the player base. If you think that's OK, it's not my place to tell you how to structure your game. I just think it's a shame that something you guys worked hard to produce is not being used by most players for lack of interest, where that interest once existed, but no longer does.
@Arga: You just illustrated my point very well. You will go after them if it's convenient, but won't interrupt something else to hunt them down. If the drop rate were 100% then you might very well interrupt what you were doing to kill them. I certainly would. After all, the certainty of getting a 500k drop makes the interruption worthwhile because most other actiivities are less productive. The mech then becomes a disireable target. It isn't any longer as things stand now
The spawn was due east of TM apha terminal near the coast (just north of the T3 light Pelistal bots that are part of a lev 3 destroy and recover mission you get in TM alpha and west of the permanent solo blue mech spawn which was being farmed at the time)