■Warpgate rotations are related to WDS because geographical position very strongly impacts the scoring, far more than any other factor, including population.
In order to have a fair WDS, we must have a fair geographical balance throughout the event, which means we need a rotation schedule that cannot be tied to patches or downtime. That's why automated warpgate rotation is a WDS feature.
We are also doing all six permutations, not a counter-clockwise rotation. So to use your example, one week the TR will have the North Indar gate, and the VS will have the SW gate, but the other week the TR have the North gate it will be the NC who have the SW gate. That's the only way to be fair in the geographical distribution. Each empire has each configuration for the same amount of time. That is how we mitigate imbalances in the WG positions, which will always be present due to unique geography and outposts.
■Personal score for WDS purposes is based on the value of the WDS territories you capture or defend (yes, defend scores now too!), not experience points earned. This is to encourage you to capture and defend the most valuable territories.
Example: WDS value of a territory is 10, you capture it for your empire, your personal WDS score increases by 10. There's no boosts involved.
■Even with continent locking and inter-continental lattice we will still have to rotate the positions for empire competition events like WDS for the same reason we rotate them now. A more complicated continent configuration doesn't change the fact that they are asymmetrical and certain configurations will have advantage over others. At some point we must give each empire a fair shot with each starting configuration, otherwise it isn't a fair competition.
■Never going to be able to remove geographical bias unless we have perfect geographical and facility mirrors, which isn't possible. Geography is unique and every facility is hand-crafted to that geography. We can't fix it by changing the continents. What we can do is ensure equal turn in each position and balance out the warpgate positions such that if you have a weak position on one continent you have a stronger position on the others, and vice versa.
We're working on making the rotations a lot smarter instead of a simple clockwise or counter-clockwise rotation. We're taking the point-earning power of each position into consideration to ensure that overall across all three continents each configuration has roughly the same earning power. Then each empire will take turns over the event in each permutation of those configurations. So there shouldn't be wild swings week-to-week, each gate configuration will have its strengths and weaknesses, and each empire will have the opportunity to take advantage of those.