Blocking is pretty much irrelevant to this, though.So what you're saying here is interstellar justice has no business ever being served in this game and player A (the despised ganker) should be able to continue their reign of terror if player B (the bounty hunter) lacked skill and just needs to somehow git moar gud before being personally banned?
1) Player A high-wakes
2) Player A logs out in the new system (they're no longer "in danger" so no timer applies) long before player B can scan their wake and follow.
3) Player A logs back in - even if they go straight back into Open, they'll be appearing in a normal space instance undetectable to B, not supercruise.
4) Player A jumps to any other system and continues their reign of terror, with B unable to meaningfully track them down again
Even without that, doing a double-jump will shake almost all pursuers (trivially so if your ship outranges theirs)
The game just isn't set up for players to be able to reliably hunt down specific other players, and if it was, player A would get far more use out of that than Player B anyway (giving up a utility slot to a wake scanner is no big deal if your targets aren't going to be firing back anyway)
As an aside, Player B doesn't need a KWS if they're hunting Player A. They know who they're after already, and if they're flying any ship which can plausibly do the job the 2 million credits (capped) that they could get for the kill is irrelevant to them. May as well take something actually useful in combat.When they're already disadvantaged by needing to bring a kill-warrant scanner