One thing I don't get is why people get so insistent on the "without reason" bit.
If someone attacks me I don't know if it's because they hope to see a shiny explosion or because they have an elaborate thousand-page backstory constructed over the last six years which means they need to stop me getting to that station at all costs. It's not as if I'm going to stick around long enough to listen in the latter case (I guess they could send it a couple of sentences at a time if they were persistent enough)
If player ships dropped engineering materials then everyone would have a quantitative "min-maxing my gameplay numbers" reason to shoot at them. That'd be popular, right, if it's the "without reason" bit that's the problem?
For me this comes from an immersion/roleplay (sorry!) thing.
Also for me, I go even further - to the point where if it isn't communicated in some way - then it may as well be no reason, as it's functionally the same.
It would be nice if Frontier allowed easier ways for people to communicate such reasons though. The comms panel is half decent for it but there could be better methods.
It also makes it very boring for me if other players are just shooting at you for no in game reason (that you know of ) and very interesting and exciting if there is an in game reason (you know of)
You can come up with more interesting interactions if there is a "decent" reason - even potentially join their "cause"
There's no (interesting) cause to join from a pew pew pal.
When there are players out there who could utterly crush your vessel real quick, it means they can (probably) disable it too. They could use this disabled time to communicate their intentions or do something interesting.
There was once a guy going around newbie systems knocking out thrusters and then getting sidewinders to pick up a unit of imperial slaves, then escorting them to the nearest federation station and getting them to sell them on the black market - their reasoning was something about sending them in as secret spies using less suspect vessels than their own.
This taught newbs about interdictions, how to reboot and repair, the fact other players exist, the comms panel, a little about the empire/federation and about smuggling and a "unique" good related to the empire, all while adding a little harmless story into the game. It also gave them a little boost of cash as imperial slaves are pretty valuable.
This is a much cooler introduction to "PvP" than being utterly murderised and told "lololol noob git gud or go git ded"
Don't know if that helps you understand my own viewpoint on shooty boom bros.