I'm 100% fine with the 1 node distance vision. I'm also fine with better vision.
In case 2, I don't think that "cheaper" is the right answer here - I already said why in the post and the same arguments apply there. Let's be honest, there is no way that I'm spending precious hacking points to mere watch. And if I don't feel that, I bet a large number of players won't either. Also, I'm not fine at all repaying for watched status.
My first proposal would be to have watch on any planer bordering military & logistic stations AND any planet without guard post.
My second proposal would be to create "a watch hack point pool", but it's a load of complexity for little gain, honestly.
About the "losing watched status part"... did you code this ? How it seems to currently work is that it permanently give "free watch", like in the hack menu, to the planet where the logistics station is, and the neighboring planet, when building a logistics stations. That means that destroying the station doesn't remove vision, neither on the planet, nor on the sides. Which means that you can have vision on ANY planet regardless of the station type as you just have to build a logistics station and then change it to whatever you need.
What I thought would be coded is: if there is a functional logistics (or a military station) less than 1 jump away, the planet is watched. That way you can watch planet manually (with hack points), and the AI destroying the station removes vision (which makes sense). That way, if you wasted points into watch for said planet, removing the station doesn't change vision. Whoever codes this would have to be careful not to have this check by frame though, so it's not as simple as it looks.
Waiting for the AI to reconquer the planet is way too late to remove vision and makes little sense to me. If the station gives vision, destroying the station has to remove vision.