I think these points are both valid, but I get the impression that the construction of Cap Ships is going to need alloys, and some of those are going to require being in specific places. Control of those places is going to be a driver for conflict. But it's certainly true that we're not there yet. I think the devs are working on things a bit more basic than "high politics" and "grand economics" at the moment, but there does seem to be evidence that they've at least got some sort of a plan to induce* such things in the fullness of times.
* I say "induce", because, in the end, economics and politics are driven by the players (politics is obvious, but economics I see as being driven by what the players want to do), so all the devs can do is introduce factors that will encourage players to do politics and economics.
Sure, if alloys are valuable to a large percentage of the playerbase and there is roughly the same amount being removed from the economy than being created and they are only attainable in concentrated areas, then I'd say that's a fantastic step towards encouraging players to interact. That interaction can be diplomatic or aggressive, but either way, it's player-driven and dynamic. Cool, we all win.
My unsolicited opinion with my understanding of CCAPs being 100% invulnerable 100% of the time is that those alloys will be popular for a month or two while people build them up, then demand obviously tapers off and we're back to the same issue. The exact time frame in which the contested ore for these alloys is desirable or marketable is debatable, but CCAPs offer advantages over MCAPs across the board aside from sieges with how they are currently proposed, and if they can never be destroyed, you can't have steady demand over time.
Now I 100% agree with you that there is a juggling of plates the devs need to do and prioritize which areas are more on fire than others. It does seem like the devs have some plans to drive conflict, but in my eyes looking at the roadmap and commentary, that's both far down the line as well as being behind some pretty complicated and ambitious features. I see a set of (reasonably assumable) much more simple changes that creates more interaction much earlier on for less development cost. Most of that I've already discussed regarding more small scale pvp accessibility and motivations. A game has to have a critical mass of players to be successful, and while I don't think we're quite at the extreme lower limit of that critical mass, there's a fair argument to be made to consider playerbase momentum and what small, efficient uses of development time could do to sustain it a bit better.