I completely agree with your outline of the mechanics above. That is more or less exactly what you can get out of the information published about the topic so far. Still, I think it would be awesome to have a less artificial way to solve this. Having artificially blocked areas other players cannot build in is easy to be implemented and allows for easy and quick balance changes, but having self defense options which make it about impossible or at least very very hard to build in a specific radius of another players construct, without consent, would feel a lot more natural.
If one organization feels that they want to try and build up a staging station next to the one of their enemies, why not let them try? If the defense of the station is too bad or they manage to take it out they will succeed. If not, they will just waste all the resources.
In addition though, to fight the griefing, a game mechanic which prevents players from attaching building blocks/modules/... directly to the structure of someone else should exist I guess. Expanding this protection to hundreds of meters or more is artificial.
This would of course be different if that could be solved with "shields" (like you outlined above as well). Such a shield would be an actual barrier preventing someone from building/entering and not just an invisible bubble/area which makes a sign pop-up which says: building in this area is blocked!