Wow, just wow ... so much salt going on here. I for one quite well understand logic behind automatic system which will make 'dissconnecters' (not only

) life 'interesting' and see it as very clever idea. I myself was once in role of server staff (few years) banning offenders and something like this would be huge help. You cry how all this is bad idea bcs it not acts asap ... the best imo is that this system (karma) can infact react much quickly and much more precisely as it's now, when I estimate is reported maybe 1/10 of all logs.
p.s. I also like other presented aspects of karma

...
I have to agree, and after reading so many threads about serial combat loggers and the lack of response from FDEV on these players, it is clear to see that the current mechanics to handle this is far from working and this also implies that FDEV do not collect enough data or if they do, they cannot use the collected data efficiently.
So adding automatic mechanics that can analyze and flag certain kind of behaviors, like combat logging. it should be fairly easy to see pattern between serial combat loggers and people with unreliable internet connections... As the serial combat loggers would almost always have their disconnects under certain conditions, they would never do this if they are winning, but people with bad internet could disconnect all over the place, not just when they are in danger. And ontop of this, the peeople with bad internet connections, would also have a slew of other trails in the logs due to their bad connections, but a serial combat logger, who tries to game the system, by doing 10-50 "random" disconnects to simulate bad internetconnection, would not have these kind of traces in the logs.
These kind of systems are not supposed to work very fast, they are supposed to catch up to "offenders" over time. making the gaming of such system much harder!
And when this of system is in place and working, the system would have a profile of each player... that is the base for your "karma" score. So if you have been flagged by the system as a repeat combat combat logger, the system knows that analyzing your lastest disconnection under certain condition would need to be prioritized for analyzing, and now the system could react faster to repeadly doing unwanted things.
So a Karma system would take a time to get the base line pattern of a new players behavior, but once a pattern is seen, the system can respond faster... so it takes time to get noticed, but once on the notice list, the system can act faster when behavior repeats. Ie doing few combat logging over long period of time, would most likely never get you bad Karma, but doing several times a week, would after a few weeks put on a fast track to really bad Karma.
So if this would be implemented, depending on how much alternations they need to do to get the datapoints needed to evaluate, it could take a few weeks before such system would kick in, but I would assume that FDEV would put the underlying changes in place to collect the data before they would actually announce the system. So they could from day one ramp up a players true Karma accroding the individual players profile already gathered. And I would not expect the system to put the "true" Karma in place at once, as players who would recieve a really bad Karma would have very little notice and possibility to react to the changes, ie, get out of high security systems while their Karma is still going down, fast, so they can seek refuge in an Anarchy system, while they ponder on what todo... how to continue blaze their own path in the galaxy, now that they galaxy truly have added some places that now would be truly dangerous for them to venture too....
* I have used combat logging as an action, replace that with suicie ramming, going all murder hobo on clean players etc etc. whatever of these actions that today have very little negative impact on the player doing it, but can have huge effects on their targets.