faction inheriting is opening up a few potential exploits:
1. Docking a factioned ship to a neutral station will make your factioned ship inherit that ID, which is 0 and basically unfactions your ship and all its docks.
this would be possible for everything if you could dock a factioned ship to another faction's base without having to use permission modules.
2. resetting (or destroying the faction module) faction signature of a ship/station will reset the faction signature of all other docked entities, even if some of them have their own faction module with entered signature. Undocking any entity with a faction module also resets their signature (it only stays if you manually entered the signature for that undocked entity, if it has a faction module it should keep the inherited faction ID even when it is undocked.
How to reproduce issue 1:
# use this blueprint: {F746} it has a station with 1 docked ship with a 2 chains
# enter faction signature for the ship, notice how the signature doesn't change since the station it is docked to is neutral (ID 0)
# undock the ship and it will appear factioned, redock it and the faction ID will be 0 again and anyone can edit it
How to reproduce issue 2:
# use the same blueprint
# enter faction signature for the mothership
# enter faction signature for the station
# dock the mothership to the station if it isn't already
# reset faction signature of station
# you'll see both the mothership AND its docks reset their faction signature, in this case the mothership should have kept its faction signature, and so would the 2 other chained entities (they inherit from the mothership, not the station!)
Pretty sure this is already in release, it can be used to quickly claim any docked entities if the station faction's module has been found and (destroyed first) replaced by your own.