If the CLogger doesn't immediately return, their in-game goal is not achieved, and cannot be until they return. If the player remaining in-game chooses to wait there would be something to wait for where currently there is not (currently the CLogger could drop to solo, move position & return to open to avoid their attacker for example). The proposal results in a better situation than we have now and reduces the number of occasions where the habitual CLogger sees more advantage to leaving the game than seeing out the scenario they are in.
Picture an organised 1 on 1 PvP fight with a friend, you are having fun but one of you loses the connection (ie not a deliberate CLog). You immediately return, generally explain what happened, apologise & carry on where you left off. It was frustrating to lose the connection, and you want to just get back to what you were doing. The proposal removes your choice to change mode, but you didn't want to anyway so no problem.
In a second scenario, someone wants to prevent you from delivering goods to a CG, you are doing it in open (or a group that allows PvP) because you think it'll be fun, but you need a plan to successfully get you past the blockade. Your objective is to deliver as many units of cargo as possible in, say an hour.
Mostly you hope to just not get caught, but you need a high wake destination plotted, you need enough defence to survive if you do get caught (and so less room for cargo), you are trading off time per run for success. carry loads of cargo & if you get caught you lose everything on that run, but you don't have to do as many runs to meet your target, or play to survive, each run takes longer & delivers less stuff per run. This is all tactical gameplay. The habitual CLogger doesn't need to worry about any of the nuances of this, if they are caught they CLog, switch to solo (where they probably should have started if they didn't want to risk their ship) & just carry on, but now they have spoiled another players fun. The proposal means they are more likely to either do the whole run in solo, or risk reducing their units per hour stat by having to wait out of game until they think they are safe to return.
So the Proposal makes the habitual CLogger think more carefully about how they want to interact with others, and hopefully fewer players get annoyed. The CLogger doesn't get annoyed by all these pesky other players, the blockaders have a good time with the traders they do catch, everyone is happy, no-one gets quite so annoyed.
I hope this makes more sense. In this thread are several examples like the one I just described, it's worth reading through the whole thing if you get the chance.
I have two issues with scenario #2
Firstly, the idea of 'maximum deliveries per hour' is artificial. Much more likely they're just aiming to get the cash bonus, but even if they're aiming for a higher tier a 15 minute delay is unlikely to significantly impact them, so a timeout is unlikely to bother them too much.
Secondly, the only way the timeout can be effective is if the blockader sits in an empty instance for 15 minutes - which is both boring and unproductive from a blockading perspective.
The blockader is much more likely to go interdict another ship, while the CL'er waits for 5 minutes, logs back in, checks it's safe and carries on playing - which is pretty much what happens now.
People who CL now have already made the assessment that playing in Open and risking having to do the occasional CL is the way they want to play the game. I don't think that this change is likely to affect that assessment significantly.