I have to agree with Moggy about scrapping the cartel layer altogether, if it can possibly be yanked out. I've tried to come up with alternatives that would allow us to keep the cartel layer, but it seems like it is much more trouble than it is worth. If, instead, we could get the pirates onto the main map, or keep them as non-territory factions essentially able to flip enemy hexes neutral but unable to capture hexes, then we could roll with the rest. The biggest problem I see there would be having no economy for the cartels, but then pirate ships should be mostly small or rare, anyway.
So, as uninformed as I am about the true inner workings of the game code and server code, I see the following necessary minimum steps to make OP D2 workable:
1. Remove the cartel layer as a required field in the map files and server DB (possibly allowing a cartel layer on/off option).
2. Allow pirates to affect empire health (hurt enemy, boost ally), but unable to take territory on the empire map themselves.
3. Fix neutral coop in all scripts and some pirate drafting problems in assault/defense scripts (Evil Dave missions?).
4. Remove Fed/pirate speed bug (done?).
On step 1, I've tried it without success, but can anyone get a map file with all CartelRegion lines removed to work on an OP server kit? If so, does it fix cartel layer issues at all, or does it just act like the map has an all-neutral cartel layer?