This is something I've seen talked about some in the past, and I'm honestly concerned about the lack of attention it's received. In the past we have always framed this discussion in the light that it was not worth the risk of raiding for the reward of successfully winning. It made sense, in some lights, that raiding shouldn't be made too easy because of griefing worries, and that those who wanted to raid for personal enjoyment should put more on the line than defenders because that helped to promote even team situations.
The truth of the matter is that this has created a situation where raiding is 100% pointless. The power gains of slaying an enemy's cosmic (or ethereal) SMobs is less than a good astral ur'Bash. Additional concerns of off-hour raiding vs counter off-hour raiding provide an additional deterrent, as parties are willing to maintain the status quo so long as everyone else does too.
Community and admin both, I'd really like to have a discussion about what can be done to create an enjoyable conflict experience. The idea of offense/defense across the planes has always been one of the core concepts to conflict here in Lusternia. While revolts and domoths provide their own unique, strategic challenges, I feel the essential removal of planar raiding has removed an interesting part of the game.
Is it abusable? All the big orgs group up to bash the small orgs ents over and over? Technically possible. That can still happen in villages and domoths too. SMob invulnerability time can be adjusted up to limit the negative impact possible. It just seems crazy to me to see a group of like half the people online astral bashing as a team, the other half offline, but hear that killing SMobs isn't worth their time.