Every on-line game has sadistic twits that need to kill/grief other players to feed their ego, that is a simple fact. It has usually nothing to do with "piracy" or any other excuse, it's just a way to inflict themselves on others, knowing that it causes pain. (pain being a very generic term to cover the emotional gamut)
With the above, I'd say fine, that's what open is for, but the game needs to have a methodology to address such behavior, and at the moment the "risk" is utterly trivial for such actions. The current in-system bounty is laughable.
DayZ had a "Bandit" marker that identified a player across the entire world as someone who killed "Neutrals" or "Heroes". Oddly enough, you could work your way out of being a "Bandit" by killing other bandits!
ED just needs to broaden the scope and methodology of how the wanted system works in respect to PvP "murders", by making a unique galaxy-wide 7-day PvP wanted tag/status (readily visible in all populated systems), with readily recognizable tagging (red box in scanner/different colour WANTED text?), to distinguish between a PvP bounty and an utterly irrelevant NPC bounty.
Anarchy systems would be exactly that, anarchy, and there would be no tagging for actions taken in those systems (but active bounties would still be shown, as a "heads-up" to those in-system).
Also, if two PvP "wanteds" engaged in combat, there would be no impact whatsoever in bounty value or duration, making it a great way for those that want PvP action to self-identify. (the downside being that you need to kill a neutral commander to initially get it!)
The above would generate an entirely new gameplay role of a real bounty hunter, not just going after someone who may have shot up some poor NPC somewhere, but a real bona-fide "murderer" that has taken out another player.
To balance it slightly, you could have it that although there would be no bounty for attacking a "murderer", if you die after initiating an attack, the "murderer" does not get the bounty time-out reset. (might work this way already, not sure...)
In summary, ED tries to make the crime/punishment methodologies work for both NPC and human players, which is completely ridiculous since the abilities and "motivations" are completely different. "Hostile" NPCs are an irritation and never a real threat, whereas a motivated hostile player can easily be impossible to escape from.