My two cents of the perks below, the faction can choose which is better for them.
Designed for Trading Factions:
Creating a signature trade commodity / route of the factions choice, originating from their home station to a destination and back again (supported by RP). This is a superior trade route better than regular routes and can be used by indies.(Possibly sold from a guard station if available so not all indies can dock unless they improve their relations)
Designed for Combat Factions:
Creating a signature 1 weapon (on par with codes) / shield (better regen) / thrust (burn speed) <- (Im sure lane hacker would like that) or other equiptment only purchasable by faction only. (Almost the fire power of CODENAMES) The weapon can be RP sold and equipped to indies within same faction with tech nerf attached should it be equipped on another ID.