I wouldn't be ignoring you if I responded, would I?
No but seriously, I mostly don't want to bother responding to you because you're very wordy without expressing much in terms of ideas or substance.
The core of the game is one that enables users to do bad things to each other. We can steal, break, kill, and everything else that ruins the fun of others for our own fun. Parsing those rights cannot realistically be done without enabling massive exploits that cannot be reconciled in meaningful ways. With that vagueness out of the way, how do we define what is and is not opted in? If a village never commits a crime is it opted out? Can they grab all of the land in multiple supergrids and never be attacked for it? If I setup a claim on your resource node but opt out of siege, are you just stuck now that I've claimed your swamp and mountain? How do you differentiate newbie from grief alt? How do you differentiate thief from settlement? How do you differentiate hoarder from necessity? Or do you not and once land has been grabbed by a "peaceful" player is it just theirs until they let it run out of authority?
A system that does allow for cities to be stomped on is actually pretty forgiving. That we go into all or nothing gambits is the part that really sucks. That once your walls are broken all of your structures and belongings are effectively gone sucks. The shift in cattle death is a great move and a move in the right direction in my opinion. Where cattle isn't immediately slaughtered by invaders but instead knocked out. Once it has been knocked out several times over a longer period of time it is actually killed. This gives the defender time to respond and do things. That's the crux of the proposed idea -- give the defender timer to respond and do things. It is not the perfect solution but it does offer benefits that are great for both parties, both the attackers and the defenders. It puts an end to the silly ram checks that we have to do every 8 hours.