Thanks guys for all the feedback. I figured out the hyperlane issue not long after my original post.
As far as unanchoring the Hyperlane, I still feel that should be possible. One commentor mentioned that warping/folding spacetime is a big deal so they shouldn't be able to be unanchored. My counter is that as many times per turn I like, I can connect the gate various other gates and redirect the lanes(which I think is a little OP, where as unanchoring them instead would be more reasonable).
I have mixed feelings about the ability to utilize other peoples hyperlanes/vice versa. My preferred play style is fairly malevolent, so I usually create raiding parties to cut through enemy space destroying their developments to handicap their production, so them building hypergates usually accelerates this process.
I would suggest possibly a branching tech tree improvement(similar to the 3 option weapon improvements). It would goes as follows:
Option A ) Jump Gates: Instead of creating a lane with a hypergate, a jumpgate would allow your ships to be "deposited" at one gate and "withdrawn" at another. Perhaps this costs a resource. Think Dune with instantaneous spacefolding costing spice melange(or promethien in my suggestion).
Option B ) Subspace Gates: Instead of creating a path on the surface of the map that is accessible to all factions, this would create a hidden network of "tunneled" subspace paths, only visible to players with this tech. Each gate would only have one "connection charge" on creation, meaning that once a connection is established, reconnecting to other gates would either be impossible or would have a resource charge associated with it. For a player with Subspace gates, they would function as normal hyperlane except "private". My example in science fiction would be an episode of Star Trek Voyager where the crew discover the Vaudwarr, an ancient warlike race preserved in cryo chambers. They used a secret network of subspace channels to pop up unexpectedly through out the galaxy allow them to use space age blitzkreig tactics. I would suggest that in this option the ships would be immune to detection to other players barring being directly adjacent.
Option C ) would be some sort of base improvement on vanilla hypergates and lanes.