There are simply too many people to quote and agree or disagree with but here's my low down:
If you think that Player vs Player that is negative for one and positive for the other is antisocial, you are simply applying your bias to make free money and play single player. (Agreeing with GluttonyFang)
If you think that a Competent player can't beat an Elite player and so we should create strange and nonsensical fines and punishments for playing the game, you are missing the point. The more open to skill differences the better the game.
If you think that 'being left alone' is paramount to your experience and you have chosen to play a game in an open mode, refusing all logic to the contrary, you are missing the point once more.
If you truly disagree that crime has no punishment you are nearing something but still missing the point. Players can and DO band together, provide services to hunt criminals and generally attempt to protect the innocent or collect bounties.
If you think that being unarmed, whether explorer or trader, gives you a pass from crime you need to consider why a mugger in the city doesn't generally target policemen to mug.
Everything, and I mean everything that comes up short in servicing the wants and needs of the playerbase in Elite

angerous is a shortcoming of the
feature list , not the spreadsheet of fines, bounties, etc etc. You need more mechanics for both hunting and protecting yourself. I find it hard to believe anyone can disagree with this.
So,
FDEV, I will personally beseech you:
-Implement more information gathering in the UI. Gate it behind scanners or nothing at all. It's necessary. Provide clear and understandable threat levels in systems, let the ship warn the trader that he's in a dangerous place. Whatever it takes.
-Implement better options for player Bounty Hunters and logic for NPC Bounty Hunters to -track- down wanted criminals. Update the TOP 5 BOUNTY LIST to include
ONLY PLAYERS FROM THE MODE YOU ARE VIEWING THE LIST IN. Create more useful and interesting modules so that players can become specialists in their field.
-Implement and foster a culture of cooperation that extends not only to crime and punishment but industry as well. NERF solo credit gain potential by as much as as 30%. Incentivize combat players to wing with traders and make sure that the wing profits 130% over the single player for their efforts.
--- Ask yourself what the Keelback is for. Seriously.
-To support all of the above, Implement social infrastructure into the UI of the game. Couple communications to Nav Beacons and Stations. Enable players to post requests, personal bounties and miscellaneous messages subject to automatic moderation - onto stations and system UI's that are connected by a common faction or other indicator that they would share easy information. Implement in game mail. No matter how archaic it may seem, RP and non RP situations alike are only helped in a game of player interaction if you can send a static, stored message to a player, organization or otherwise. Bonus if you can send mail to NPC factions which may be read by developers and replied to in some cases.
- Reiteration: Implement more features. Take an interest in posts like my previous one that has since been buried.
Look at how the gameplay loop favors or disfavors play styles. Look at each role fairly.
Provide for the unarmed trader but accept that they have chosen to be unarmed! Provide for the pirate but accept that they have chosen to break the law. Provide for the bounty hunter and enable them
more, none of this murder bounty for murdering a murderer.