Did you all misread the post?
1. Instead of the 15 second timer (or immediate on task kill), you let the ship remain in the game for 60 seconds (instead of 15, or 0). It doesn't have to die. The ship will have a marker on it saying "pilot unconscious". It will be up to the other human player to decide to kill or not kill in those 60 seconds. After 60 seconds the ship disappears. This doesn't punish anyone who has a game crash or connectivity issues while in flight, other than during a pvp fight - but that's why you have the notification marker. Hacks are a different issue, you'd have to determine the other user's IP and so on, and if you are willing to do that then you could pretty much hack any game and this will be a totally different issue.
2. The SOS button could be made so that you can only push it once. It will put a permanent Signal Source in your own system and nearby systems so that ordinary players can jump in and help. If both of you have a Wanted tag then you'll have to decide whether you really want to press the SOS button.
From what I understand the P2P networking approach ED uses means this is hard, if not impossible to do?
ie: I could abuse this mechanic such that I prevent traffic from your IP address reaching my machine... Your mechanic is then invoked and I blow the hell out of your static defenseless ship. What's going to happen?
Now, I'm not certain about this, but I believe that is the issue!
As regards, exiting to Menu and the existing 15 second timer:-
1) The timer should be shown to all CMDRs in the instance. This is a long standing issue for pirates who see any delay in a response from a victim as them potentially sitting their watching a 15 second countdown... Displaying a players countdown to all players in the instance would help with this.
2) Consideration - If a ship receives a weapons hit... Return the counter to 15 seconds.
As regard combat logging. The game knows if are in a combat situation, so can work out if when entering the game, if it last "died unexpectadly" during such a combat situation. It cannot react to individual cases, but can build up a "trend". I'd suggest if X cases of it happen in a Y period:-
1) The user receives a warning and...
2) ...in effect the user is on probation for a period of time. If the trend does not continue, they return to (1). However, if the trend continues...
3) They are banned to SOLO for a period of time.
4) On return (after the ban) they return to (2)