Well let's assume they are to be applied to theoretically 100% accurate data otherwise this is never going to get anywhere. We can real-world test it later.
If we assume that
and it is considered a cheat do this:
Tolerance = 0 (Zero/Nada/Niente)
Actions:
First infraction -> mail to the customer + additional info about the "cheat" to info panel ingame
Second Infraction -> Shadowban 2 Weeks to Solo
Third Infraction -> Shadowban 1 Month to Solo, all Reputation with faction looses 2 steps (allied -> cordial)
Fourth infraction -> Shadowban 2 Month to solo, all Reputation set to hostile for the duration
Fifth Infraction -> Account ban
How do these diminish?
Loose 1 infraction point every three months,
except for account ban.
- or 24hour disconnect including an automatic forced IP change from your ISP. Quiet common here where I live. I'm curious how you want to detect such an incident from an external network. Your lapidary 'network loss' or 'network issues' are the problem if you want to distinguish them from a task kill. I'm by for no network expert - no understatement - but from what I seem to understand there's currently no way for ED to detect a task-kill on a level of hard evidence. From here it's getting ticklish as you'll now start fiddling with statistics and fuzzy assumptions...
Yes the 24hour disconnect still is a thing,
and even in IPv6 where it no longer is part of the
basic protocol hardware manufacturers have gone to the
point of allowing the router software to acquire a new IP after 24 hours.
The only way to help with detecting these matters
is to have anti-cheat software that acts as a watchdog,
see VAC or such.