In my experience these new changes don't do anything to stop ganking. In fact, so far I've only seen the gankers being helped by this.
A bunch of trincs and renos just gank people right outside Carlisle and KPR. They all form up, see an unfortunate target, attack him and with 20 seconds they're all in. So far, nothing new.
People close to the battle see this happening, they didn't get dragged in, so they make their way over. Maybe some can't get just close enough due to wind and whatever, and so they are locked out due to a 2 minute timer. Those that get close jump in. Those that are a bit later will notice the BR is at the limit, so they can't.
Those that managed to get in will soon realise it was all for nothing, because they spawn so far away from the action that the gankers are already well on their way to sinking their target! By the time they get close, the gankers will have escaped the battle. They will sit on the battle screen for 15 minutes, grab a cup of coffee, have a snack, wait for the defenders outside to get bored (or perhaps just wait for the wind to become more favourable to run away), they will flee with their invisibility devices and are already well on their way to the next unfortunate target by the time you even see them appear.
Combine that with the ability to build an outpost in a free town close to the enemy, and the ability to send ships across the universe by capping traders .. and you have a recipe for easy, accessible ganking.
These are my experiences. I personally don't think this is the direction that Naval Action should take.
Be careful out there, folks. Don't go off on your own. Always stick with friends.