If they low-wake with no shields, you should low wake asap - then try to locate their drop signal and drop in their instance and ruin their reboot - if you are fast, you might be able to pull it off
If they are fast, they are probably still in the same instance, just 30-50km out and even if they are slow, you still need to get into SC before they drop out or there may well not be a low wake to follow, let alone get to before they can reboot.
Time is better spent focusing on whoever they left behind, or regrouping.
In power play situations when your wing defend underminers from enemy pvp wing, every time you destroy mamba shields he run away to reboot, this rremoves any territory control, opponent can just lw, drop again reboot and come back to fight like nothing happened, now iamgine cutter is doing this. It's non issue in non organic fights, in organic this mechanic is horrendous, but FD was working hard on removing territory control feature from pvp, so it "make sense" Only justification for reboot restoratino of shields is making survival in pve even more trivial, and in pvp this is just toxic
There was never really a territory control feature to PvP...a whole slew of much more basic mechanisms than getting half of one's shields back after a reboot ensures this.
And fair-play should not be mentioned in the same phrase with pvp
Depends on player or character perspective.
The OP calling this an exploit tells me that the OP thinks this is something that, if not unintended itself, is something that clearly had unintended consequences, and thus leveraging this is bad form on part of the player.
That the OP is a ganker who's character may well engage in all sorts of underhanded in-character behavior to secure kills against hapless victims is not contradictory or hypocritical in such a context.
The fundamental disagreement is what the rules of the game are, not what should be done with them. While I hardly think this mechanism and the scenarios referenced are good example (seems pretty clear to me that the tactic is actually working as intended, even if it's not something I'd put into my ideal version of the game), the game does have all sorts of grey areas where what should be allowable is in doubt. Frontier is deliberately vague on many rules, frequently lax on enforcement, nor quick on addressing bugs, and the resulting game does not telegraph it's intent well.
Anyway, games in general and, PvP in particular,
depend on player fair-play, especially if there is no authority or rule enforcement from above and there are mechanisms that are easy to abuse. More so even than networking issues or instancing design choices, organic PvP is hampered in this game by having a purely collaborative setting with vague rules and no meaningful adjudication.