I believe that there should be options for just about all of the afore mentioned 8 pages of suggestions. Most of these options could be presented to the player on an 'advanced' options page when they create a new game.
Starlanes_on_off - Turn starlanes on or off (off could simply create invisible starlanes to all systems as suggested earlier in this thread). If (off) all related options would be disabled.
max_starlane_distance - Set the maximum distance of a starlane. Distance in whatever units ship travel speed is in (parsecs for MOO1). - or can leave for game to use it's own default
show_starlanes - whether to display starlanes on the map or not.
off_road_travel = allowed/disallowed
As to the A links to C, but B is between them, that's very easy to solve.
Simply make each star system link to only it's closest however-many neighboours. That way if B is closer to A, then A will link to B.
Linked below is a picture of a universe that contains about 100 stars, linked together using starlanes:
http://se.purely.info/d85ddps/slow/bb_f ... 818387.png
Each system is random linked to between 1 and 6 of it's closest neighbours. As you can see, there is only minimal star-lane crossing.
The green & yellow lines are wormholes.
http://se.purely.info/d85ddps/blitz/bb_ ... 629445.png
This one circlar in nature, with about 300 stars. Uses the same linkage policy as the first one.
The aboce two maps are from my severs copy of a open-source game (solar empire). They are both using 'default' length star lanes. But it is possible to get interesting results if you manually limit the star lanes lenght (can create 'star islands' and such like).
Note: The above universes are automatically generated, and are completly 2d in nature.
Hope that lot helps....