I think it's certainly fair to say that the current ease of high-waking out of combat (especially compared to its tactical and strategic limitations in previous Elite games) is part of the general combat imbalance problem and affects all cases - after all, it's part of the contribution to PvP ships being basically invincible even versus other PvP ships, if they just choose to flee when outmatched.It might not be the forums current "hot-topic", but I've certainly seen posts in the past. They're usually citing things like:
- High waking is OP, no way to counter!
- Make mass-lock affect high wake, targets escape too quickly
- Give me some module that makes high-waking impossible/puts a player in stasis for two minutes
etc.
But I don't think it's practical to get to a game balance where escaping from combat takes longer without just making things impossible for non-combat ships, without making so many backward-incompatible changes that you might as well not start from Elite Dangerous in the first place. They certainly couldn't make high-waking more difficult without also making a lot of other changes to combat balance.