Now to go and model the intricate federal democracy of the Interstellar League...
Overly complicated dozen-power AAR that breaks the game in increasingly improbable ways when? 
CALLED IT!!!

You did! I keep coming back to this game. I've worked on this installment at a couple occasions over the past year or so. I've also got a few more nuggets to put out soon.
Is this piracy something you are actually playing out in-game, or mostly a roleplay conceit?
In this case it's just roleplay. The Terran raiders being stopped by an INL destroyer a few years back was the only piracy scenario I played out, but I do want it to be a thing ingame to provide a reason to expand monitoring and maintenance infrastructure and to have them cooperate on building more patrol ships.
Terran Forces on Procyon. Each armored brigade consists of 37 tanks, putting the total on Procyon to 148 at the start of fighting. The total tonnage is 50k Terran vs. 35k Mars/INL.
Corps = 25k tons, Division = 10k tons, Brigade = 5k tons
Ask and ye shall receive... 
These are all quite small sizes compared to the usual, which I suppose speaks to the harsh realities of military provisioning out here on the cold, hard frontier. It's a lot harder to support 20 kt brigades and 100 kt divisions when the nearest logistics base is over 20 billion km distant.
I'm imagining my ground forces as a bit bigger in size than most players. I find it weird that planet-spanning wars would be fought with so few soldiers. So in my universe, one infantry unit is not an invidiual soldier, but already several. A 10kt infantry division would represent 10k soldiers, or even more.
I also note the sneaky use of SP and RE positions to limit the scale of conflict, very nice.
The three SP armor brigades were the ones suppressing unrest in the domes. One was quite enough to tear apart the Mars/INL garrisons!
Oct 10: The Terran squadron arrives near the Salto JP in Wuhan, scanning the busy civilian traffic - unaware of the slow INL troop transport that just slipped by a few days prior
The best laid plans... forgive me for snickering here!
I don't plan such occurrences, they just happen organically and I roll with it. This element of the unexpected happening keeps such action interesting, even if you're just playing against yourself. And this game has a tradition of the unexpected happening during campaigns, all the way back to the first engagement in the Battle of Mars. It does require you to evaluate the situation separately from each side, looking up what information they each have available to them, but it's worth it.
Jump shock basically uses the exact same mechanics as fleet training, which means a ship with 100% fleet training is effectively immune to jump shock. I consider this an unfortunate side effect of the implementation.
The PRL always had plans to build a jump assault cruiser but never put it into action as it doesn't actually seem needed. If it really is just the fleet training then most ships in this game will be immune as they often get to be decades old.
I'm pretty sure the San Rafael in the
2150 installment was just out the docks and could immediately engage after jumping though...
A worthy return to action. I eagerly awat the continuation in December 2028. 
We will see! I hope to play some more, but no promises.