1. Minefields in space, especially in deep space, are a completely ridiculous notion. If you wanted to place even a single line of mines across 1 map tile in GCII, then you'd need 3X10^13 mines if they were spaced 1 km apart. If we want to fill a cube 1 parsec on a side (basically, the tile of GCII extended to the third dimension with height equal to the base dimensions), then you'd need about 3X10^40 mines, again with a 1 km spacing between mines. This is inadequate to give a reasonable likelihood of hitting anything smaller than the largest two classes of warship in GCII, and would require an excessive commitment of resources for something that can be bypassed merely by flying around it, nor is there any reason why a ship which is capable of destroying craft similar in size to itself should be incapable of destroying a mine which is in some sense stationary unless said mine cannot be detected with sufficient accuracy for targeting; however, we're talking about ships which can carry defenses which can shoot down high-speed missiles in a high-noise environment, while mines are likely to be larger (especially with the spacing given above, because if you have such a coarse net you want every hit to count) than the missiles, will not be moving, and the environment will be far less noisy, meaning that the sensors should have a much better chance of locking onto the target.
Orbital minefields are somewhat more practical, as they are in a position where you know that enemies are going to pass through or want to occupy for blockades, orbital bombardment, and invasion, and conveniently enough you have a whole planet nearby which can provide sensor jamming, deter minesweeping activity by means of more standard orbital defenses. On the other hand, the numbers required for such minefields are still enormous (though not to the same extent that the minefields described previously are enormous), and there's still the problem of if the enemy fleet has local space superiority you won't be able to replenish the minefield easily, meaning that if the enemy wants to spend enough time doing so, they can break the minefield. Additionally, such a minefield is reasonably likely to get in the way of your own activities, and would be a convenience for a blockading force - since most minefields are indiscriminate area denial tools, putting one up would just mean one less area of orbital space that the blockade fleet needs to keep watch over.
It's also completely unreasonable that I would be unable to clear a minefield if I decided to commit resources into doing so, unless I was unable to obtain sufficient superiority in the local region to prevent (or at least significantly hamper) minelaying activity performed to restore cleared parts of the minefield.
2. I really dislike the whole "borders are walls that cannot be crossed without the express permission of the owner of the territory" thing. Borders are imaginary lines drawn on land, in the sea, or in space, and only sometimes correspond to actual physical barriers. It's only because most nations don't want to provoke international incidents or start wars that borders are normally respected, and nations which don't particularly fear their neighbors have been known to violate borders and ignore the resulting complaints, which doesn't always result in wars (at least technically), especially when there is a significant disparity in the military strength of the nations involved and the stronger party doesn't really want to go to war with the weaker.
Borders should only be inviolable in the sense that if you cross someone's borders without their permission, it hurts your diplomatic standing with them (and probably their allies), and gives you a bad reputation. If you ignore their demands for you to leave their space, it hurts your diplomatic standing even more; same goes for if you use your violation of their territory to move forces into position for surprise attacks. And if you accept the demand for your fleets to leave another nation's space, then they should be given flight orders to the nearest point on the border (preferably a shared border between you and the violated nation or the violated nation and international space) rather than this nonsense where things magically teleport out of the area when you say you'll withdraw. If you want to ensure the player gets their ships out if they say they'll withdraw, then force the ships into autopilot or teleport up to the maximum distance traversable by those ships in one turn and keep doing so until those ships have left the violated region of space, and deduct the movement points required to make that movement. Moreover, if I decide to ignore the 'get out of my space' order after all, or declare war before the ships have left that nation's space, then I should be able to override the movement orders if I want to do so (preferably with a significant diplomatic penalty for having ships in enemy territory at the time of a declaration of war - after all, that indicates premeditation). Laws like the one from the United Planets which require that no military vessels be present in the space of the target of the declaration of war should also be something you can choose to ignore if you so desire, but once again at a significant penalty to your relations with other nations.