I think plain manual modelling mught be the way to go. To prepare, I aligned the reference to World, Z-up.
First, creating the 5-way pipe junctions at the poles.
- Lazily, use the shipped add-on Add Mesh: Extra Objects > Pipe Joints. (Cross-Joint, Radius 1, Resolution 8, Lengths 1.5)
- When aligned in the XY plane, on one side, J connect the corner vertices as shown, and
- Loop Tools > Circle, radius 1, locking Z. Extrude faces, flatten and delete.
- Alt D R X 180
rotate an instance of the North pole to the South, and R Z align with the reference.
(At any stage, you can form the core pole by bridging the inner edge-loops, with a few cuts to accommodate the twist.)
Now, create one of the loops, using a curve.
- Create a Bezier Line, and delete one end, leaving you with a single control point. 'Aligned' with its handles the same length
- Align that to the X-facing opening on the North pole, flat in Z, using cursor-snapping.
- Duplicate the control-point to the corresponding opening on the South, rotating in Z to align
- F connect the control-points, rotating one in Z if necessary.
- It's important to keep the control-points identical and symmetrical; use 'Individual Origins' to scale them in sync.
- Once roughly matching a reference loop by scaling, you can use the curve's native Bevel in its Data tab > Geometry panel, radius 1, resolution 2, to match up the generated mesh. You may need to Ctrl T twist the ends to match the openings
- Now you can Subdivide the curve once to tweak the line of the loop, again with handles 'Aligned' and symmetrical. Shift CtrlNumpad 1 will align your view to the new point, so you only R rotate it in its own plane.
Once one loop matches the reference, you can AltDRZ90 rotate the other 3 instances into place.
Once done, you can convert all to mesh (without any temporary modifiers you may have used), CtrlJ join into one, M Merge > by Distance. This version then modifier-Bevels the creases at the poles by weight, and Subdivides. There's a Displace to tweak the thicknesses. After all that, a little Geometry Nodes group is used to clamp the Z, flattening at the poles:
This is all a bit long-winded.. but it is just routine, keeping a careful eye on keeping various moves in sync. for precision.