"1. Should we do a pre-emptive strike on the exploiter community?"
I don't understand what you mean by "pre-emptive strike". "pre-emptive strike" to me means, "We think you are going to exploit, so we are going to just ban you before you can." That isn't what you meant I hope. If you know you have a bunch of exploiters, punish them, publicly (post character/organization names along with the crime and punishment). Do _not_ assume that because 95% of a faction are proven exploiters that the other 5% are. I don't understand the reference, but several posts seemed to imply that some people have more IP than they legitimately should (legitimacy based on level and something called an IP ring??). If this is true, wipe those characters as that is an obvious exploit.
Exploiters should be educated (warned) that they are exploiting IF it isn't perfectly obvious. Duping items is an example of an obvious exploit. Wipe the character on first obvious offense, or second non-obvious exploit. Banning the character for 1 week is the penalty for "ignorance" (warning). Also reverse the exploit gains (remove exp, $$, item, etc.). Someone exploiting knows it, regardless of what they claim. 1 week banning of that character is not harsh and will drive home the lesson: Funcom and the AO community do not tolerate cheating. Proven sharing of exploits should result in the entire account being banned/wiped. Zero tolerance for exploiters! They are generally grief players anyway so beyond the cheapening of the game experience, Rubi-Ka is better without them.
Remove the ability to over-equip.
What was the original design intent of implants? I think they are meant as an IP booster, sort of IP for $. The requirements of the implants was meant to balance them. The current system allows 'buffs' to stack that weren't balanced for. A buffing NF/item allows one to install/use an implant; that lets one use a better NF/item; that lets one install a better implant; that... See what I mean? The effect of implants needs to be natural skill level based, unaffected by other buffs/implants. One is free to install them at anytime, they just won't work _at all_. An implant simply will not grant any increases unless the requirement minimum is met. This avoids the cascading implant failure issue too.
Similar change for NFs that buff and to tutoring. They need a hard cap on the lowest level character they will effect or have natural (ie., non-implanted/unbuffed/non-toutored) skill level based requirements for the target. These changes will keep the uber-twinkers and super-pimps in check, kinda like the group experience limits.
All other equipment and NFs should have the requirements met to be useable.
The minimum requirement must be met to be useable at all (again, one is free to wear/hold/upload stuff they can't use). Buffs/implants/tutoring make better stuff usable. I think this is the intention. So, if I get a buff that lets me meet the minimum, I get to use that item or run that nano program _only while the buff lasts_. If I get de-buffed I can't use an item or run a nano program I no longer meet the requirements for. I still get to hold/wear it, I just don't get to use it; armor doesn't provide any protection; computer belt add-ins don't work (reducing NCU and halting programs with the least amount of time left in the case of memory), and so on. NFs can be uploaded to my NCU's storage if I'm buffed, just not run when I'm un-buffed. This adds some strategy. Right now it's "the best I can use". If I have to worry about de-buffs, I might choose to use something with requirements I exceed for a "de-buffer zone".