1. Preventing wanted commanders from docking at stations belonging to a faction that have a bounty on you is a fantastic idea. Seems like a no-brainer to me. The reasoning for this is that if you want to be a criminal, if you want to go around killing anything and everything, then life should be slightly tough for you.
2. The bounty you receive should have a few factors. Right now I believe it is 6000 credits. It should factor in the ship you're attacking and the combat rank of the target (player only - who cares about NPCs?).
3. When you become wanted as a result of killing another player, cops should be on you like blackflies on your plate at a picnic. Once wanted, supercruise should be a true danger. To further this, I'd love to see some sort of notoriety tier system. Sort of like Grand Theft Auto. This is not an original idea. I've mentioned it in the past on other places and I've also read it a few times. GTA implements a good system for this. Borrowing some elements of it seems like a good idea to me.
The one problem that is unrelated to murdering and crime is the masslock system. This is a toughie. Right now small ships cannot for the life of them low wake from a bigger ship until 4.5km away. The charge time is insane which basically leads to death unless they have the 10 seconds to high wake. Going silent and chaffing and flying around all over the place helps but ships like the FAS and Clipper and FDL (all common ganking ships) can keep up with pretty much everything and have lots of time to kill. What I'm suggesting here is an overhaul to how masslock works. I do not have a solution but it would at least give players a better chance of escape. I'm also not saying masslock is completely broken and actually needs changing. But I would like to see something. My main problem with it is that two smaller ships can't masslock a bigger ship. For example, 4 pythons can't masslock an Anaconda. Each ship has a masslock number. They should be added up when factoring masslock so a group of smaller ships can lock a corvette. This is all even worse when, say, a Clipper interdicts a type 9. The type 9 will never EVER escape. It's just not happening no matter what; which leads me to my next suggestion if masslock should be untouched:
Interdicting. Right now any ship can equip a 1E interdictor and pull over anything all the same if they had a 8A interdicter. A sidewinder can interdict a cutter. This far out example is a waste of time for everyone. The cutter isn't dying. The sidewinder is. There is no battle here. Just a waste of time for the cutter and trolling by the sidewinder. My idea is that the class and quality of interdictor dictates the mass of a ship that can be pulled over. So for example a 4B interdicter might be required to pull a Python. A Type 9 might need a C6 interdicter. And so on. That means an annoying sidewinder can no longer pull large ships. Basically, if you're flying a small ship, you're not trolling or pirating type 9's. The type 9 now has an actual advantage in a few select scenarios (and now can play in open with reduced fear of death which is better for the community). It's still boned vs. the clipper but at least it's not going to get killed by a DBX or Viper mkIII. Lastly, the rating and class of interdicter also might dictate how easy it is to win the mini-game. If you want to blow a PILE of credits of a C7 interdictor and sacrifice cargo space or shields on your clipper, you deserve to pull that ship over. You've made a huge decision in your ship's combat effectiveness so this should give you an edge. This mechanic would play true for other PVP ships that mostly lack a huge number of internals like the FDL. FDL NEEDS those 2 C4 internals for SCBs or hull. With this mechanic, if it wants to interdict, it has to sacrifice one for a C4 interdicter. This will make NPC assassination missions a little harder but the benefits to ganking/pirating/murder/unwanted pvp would be hugely beneficial in my opinion. Another thing that might be worth discussion is another internal or utility that acts to counteract or resist interdictions. It might buff the class of interdicter needed to start an interdiction or it might make the minigame easier. Either way, I'd love to see the trader ships finally get some non-combat defensive measures.
My apologies for wall of text. This got bigger than I was initially thinking but would really really love to see changes to interdiction at some point - especially a means for countering or resisting it.