Topic: Too few chokepoints
The current teleporter system has the same problem you find in most games with PvP enabled zones, chokepoints. In the case of PO there are 3 ways to get onto a beta island, this is both far too few and also too predictable in my opinion. GG roams beta islands on a daily basis, and also helps defend an island so what I outline below is based off of some amount of experience.
Problems:
1 scout per gate(who cannot be killed) and the defending alliance knows exactly who and what is coming. This limits ALL traffic to an island, not just gank groups
islands are relatively small compared to speed of fast ewar bots. This means response time to find intruder is almost instant, again squashing any small squad visits.
Only 3 beta islands. Thus, only 3 alliances. Doubtful you will see any unallied corps on the same island as it is simply not productive to be at war with someone living so close to you. The average player must join one of these 3 alliances if they wish to actively use a beta island(productively)
Possible Solutions:
The biggest two problems I see is too few beta islands, and too few entrances to those islands. The easiest way I see of alleviating these problems is as follows:
Increase the number of beta islands, allowing more alliances to spring up
Add more entrances to each beta island FROM other beta islands with no safety bubble on either side, the way the intra-island teleports work now. This has a couple effects, one being adding more entrances you would need to scout, and the second being a chokepoint that involves risk in scouting. Having a invulnerable scout defeats much of the danger of the beta island currently for the defense, and makes it inaccessible/useless to visitors.