OK: How does hanging out at a pirate point complacent this? Would you need more or less thrust? O:-)
Pirate points are usually gravitationally balanced, at least to the degree that a KF bubble can form inside them. The point itself is in orbit, being created by the interaction of large bodies in the system.
My assumption of what goes on there is, the JumpShip arrives stationary relative to the target jump point (which is usually fixed to the star, so we can say the ship arrives stationary relative to the star), which in this case is a moving target. The JumpShip shows up in the pirate point's inertial reference frame and is therefore automatically in orbit of the star.
Unfortunately, pirate points aren't permanent fixtures because the gravitational forces are always changing, so you're going to need some stationkeeping thrust if you want to be there for more than a few hours/days. Otherwise you either wind up in a weird quasi-orbit like some Earth-crossing asteroids, or your orbit decays into the closest planet/moon.
General rule - more, much more.
Pirate points are a) much closer in system than regular points, so more solar pull, and b) also in proximity to other masses, which - being closer than the star - will exert their own pulls.
Not quite. The entire idea behind pirate points is they're areas where the various pulls cancel one another out. Over the short term, at least, you shouldn't need any thrust to remain on station. The need for thrust comes in when you're wanting to stay for longer periods and your orbit starts getting perturbed by n-body interactions within the system.
But because pirate points, being gravitational nexes (nexuses? nexi?), are going to attract all kinds of naturally occurring objects, you'll probably be burning a fair bit of fuel avoiding collisions with small trojan asteroids and the like.