you need to read the thread

Its a p2P game there is no "server" to host the ghost ship, the only thing that could do it is the remaining cmdrs PC and that would be insecure. Also read up regarding "player A" severing the p2p connection between him and his opponent. They dont even need to disco, just stop talking to the other PC, handshake to the matchmaking server remains in place and it just looks like a peer connection failure.
If there was any intention to hand over control over your ship to someone else then it would have been done by now, this is an issue that is going on 10 months old.
You are of course correct, my initial response was slightly off the cuff due to the volume of threads on the matter. A better reply would have been its very difficult to fix in a satisfactory manner, more so in a P2P game with no overriding authoritative server in place.
I think part of the problem here is what is super obvious to a human being isn't so obvious when you delve into the code. For example, the two "big" things people are pulling are terminating the game process, and pulling the network cord. The solution to abnormal process termination and intentional connectivity issues won't be the same.
The process termination side (alt-f4) is a relatively easy thing to check and fix, speaking in general. I've got a "crash handler" for my web browser, so sticking something similar into the Elite client shouldn't be an issue. If the client terminates abnormally, it sends a report in to Frontier. A pattern of program terminations during specific game activities (and attempts to kill the crash handler) can start throwing up red flags at FD for further investigation.
The network cable pulling, that will take a little more ingenuity to pull off. You can pull some things with connection checks to verify exactly what's happening with the client. Network loss during specific activities can be logged, flagged, and reported back to Frontier, again for further digging into.
The third, and least reliable fix overall ends up being simple player reporting. An account popping up with 30 different player reports all mentioning some form of mysterious connection loss could again be a good reason to look further in-depth on the account. Who knows, maybe the person being reported just has really super bad internet, and they can be gently nudged to solo. Maybe it's an ISP issue that Frontier can ID and ask the relevant ISPs to fix (actually happened over in Eve).
I' pretty sure we'll never get an "automatic fix" for those behaviours like in other games, but if the countermeasures keep 90% of the playerbase honest, it's a net win. The vast majority of people pulling "combat logging" aren't techs. They read about an easy way to save their ship on forums/reddit/whathaveyou, and that's what they're doing. They aren't going to be configuring complex router whitelists just to play a game.
Also, the silence from FD on the topic is kind of a good thing. If it were totally unfixable, I'd expect to see a CYA style announcement saying that "combat logging" was perfectly fine. Since they haven't, it's a pretty safe bet to assume they've got SOMETHING in the works, they just aren't mentioning it till they have everything ready to go.