What exactly is the Junker ZoI you are referring to? As far as I know they are Sirius-wide, like Freelancers, at least I can't see any ZoI line in their ID.
And what are the differences between your rep sheet and the rephacks of Freelancer ID and Junker ID?
Besides these two things I can't see anything on any of these two IDs that could prevent you guys rolling on with your agenda should you decide to pick one of them to use.
Ah, well ... ZoI : As we have nobody we want to attack and no laws to enforce we don´t really have a ZoI. But of course if we issue bounty or pay escorts or help allies... the ID always has a predefined ZoI as far as I know, and I would like to ceep the Freelancer ability to fly everywhere. If somebody shoots us, thats risk of the trade.
Rep Sheet / Rephack :
Most important is that we start neutral to unfriendly with Hogosha / Samura and other Kusari groups.
The whole idea behind T&T was originally to enable trade with PremScrap to lawful sellpoints.
Even if we sometimes carry scrap to Alpha or Gamma it´s not our main market, and the rep shows it ( or is meant to show it as soon as rephack is set )
The rest developed from there, and even the purpose behind getting a single ID is about diplomacy and rep :
We are Tinkers. Not quite Junkers, not quite Freelancers.
So as we get friendly with Council , IMG ... perhaps even CR| , we fully expect either to get hostile with Outcasts or at least get the same *nearly hostile but just unfriendly* rephack as with Hogosha / Samura ect.
I don´t like the simple Freelancer rephack , too neutral for my liking.
And we are developing our rep as we go. I´d like to contact several groups and factions, defining rep and perhaps taking supply or trade contracts. Or just ... getting out of their ZoI fast.
That stuff , either inGame in flight or in Forum play , is the reason I play on a RP Server after all. Player count alone doesn´t bring fun.