Having player hangars at major space ports, like Hurston, MicroTech or ArcCorp (or even the Lagrange points) is a step in the wrong direction. To make this possible with the limited amount of space available, magic must be employed; hangars magically change between what player has called their ship, removing the persistence of the hangar itself. You lose the fantastic feeling of going into the wrong hangar and finding some else's ships there, just to see another player come out of an elevator, run up to their ship and flying away. That gives a feeling of life! Clearly, magical hangars isn't how they could solve it in the 'verse of 2951 and it shouldn't be how we solve it in the game! Major space ports simply can't have player owned hangars, there just isn't enough space for it. Adding magical hangars to hide the magic of spawning/despawning is no help! Leave the hangars at major space ports as short-term parking space, like it is now. Add a ground elevator with multiple physicalised underground slots in different directions and altitudes to put away a ship or let a ship appear when you spawn it. If the underground slots are dead-ends, with no other way to enter or leave them than the ship elevator, players will mostly leave them alone. You can follow the elevator down and your ship will remain there, but once you suicide or log out it can be despawned. The geometry of small stations might not have space for more than one or two spawning slots per hangar. Tough, the station is small, so it gets full. If a player wants a permanent hangar, the only viable way seems to make use the space that the 'verse really contains; player owned hangars can be placed "in the wild" (or "in the city" in the case of ArcCorp), somewhere on the vast planetary surfaces. Magicking to make space at CIG space ports just doesn't fit into Star Citizen.