However, I am not yet sure whether a Thargoid laser or turrets could be implemented in a meaningful (and safe) way. For a start, both need a target to fire, they don't fire randomly. We could try to put the pulsar entity (if it is a ship) into a permanent defense mode with ever switching targets, so that it would at least look randomly. Chances are, however, that it wouldn't look good.
Not good. The pulsar should have fixed rays in sync with the "hot spots", not "aiming" at ships in random directions. The rays of a pulsar are among the most un-random events in the universe.
The other big problem with making the pulsar a ship entity is visibility distance, of course. As we know, Oolite doesn't draw ships beyond a certain distance. However, the pulsar should be visible from the station, and not suddenly pop into being when you're almost there.
So make it a (cloaked) ship object located inside a moon object. The problem would be to get and keep them in sync.
OR: Make the pulsar "ship object" spherical and a little bit bigger than the pulsar "moon object". From a distance you can see the moon object, and from the vincinity you can see the ship object (which would be in sync with its laser beam or whatever one designes to hit the careless). You might get a short sync gap when you cross the visibilty border, but that should be all.
As usual, take my ideas with a ton of minerals (i.e. salt), as I've never ever programmed a single line of OXP or Oolite engine. I'm just mixing wild ideas with educated guesses...
And now that I got the shaders finally working on my machine, I'd say the P.A.Groove should give the monitoring station a workover.