Ouh, another discussion of two very opposing points of view. The nomad systems are, while they look nice and different, horribly designed. It does make a big difference whether trade lanes can be disrupted or whether CD-platforms are around that slow the intruders down - the former works only when people are already around. The latter works always and buys more time for a reaction of the playerbase. The danger aspect comes from the people that get the time to log and get to you, as well as from the possible NPCs spawning in the same area (Dur Shurrikun, Iota Gate, Xerna, currently). The exception you ask for is the fact that the nomad systems should be the ultimate bastion of the nomads. Dangerous with each step deeper. This is sadly not provided with the new Iota - Psi and Iota are both catastrophes in terms of conception and require a serious change. The lanes in Iota are mostly benefiting invaders and even visitors can see everything important in less than five minutes just by using the lanes, with or without interception. I could go into detail here even further and what not, but that would generally deviate from the topic. You should be able to get the idea.
I'm by the way still thinking that people should be required to, if they want nomadic materials, go to the nomadic worlds and take the risk, instead of fighting Marduks less than 30K away from stations in Delta. To stay on the matter, this is just another example of why it is pretty handy to have natural environments slowing your progression down in the supposedly dangerous areals. You can have gimmickless "gameplay" anywhere else. The Nomads are, matter of factly, not just something you have anywhere else.