6 tile limit is to avoid exploits. If you don't have a limit then you can set a planet across the galaxy as a sponsor just to contribute soldiers or colonists. 6 tiles has already been established as the range your shipyard can be from a sponsor without suffering penalties.
If I can manage to ship materials 200 tiles, I can find a way to ship people the same distance. Beyond that, it's an arbitrary limit that bears little apparent relation to the game - surely the speed at which my ships can travel should have some impact on how far away a shipyard can be before it either suffers production penalties or ceases to be able to supply troops to newly-built transports. Further, this still doesn't justify the "seven tiles away and you can no longer build transports of any kind at all, whether they're filled or not" ruling.
Also, as far as the question of avoiding exploits goes, in that case it would be better to just give the shipyards a fixed area from which they can draw resources rather than the current sponsor system. I can't say that I see forward construction of warships to have significantly less exploit potential than forward construction of transports does.
I also did not suggest that the shipyard should be able to build the transport or colony ship entirely without penalty at extreme range. To be perfectly honest, I'd rather that the transports and colony ships did not automatically fill up with people from the sponsor worlds at all, as it's a bit too much like magical teleportation for my tastes. Regardless, if shipyards are going to be able to launch loaded transports and colony ships, I would rather that the penalty mechanic behind that be reasonably consistent with the penalty mechanic for production, rather than being a magic insurmountable wall six tiles from the sponsor world.