I see your point. Last night I got a msg telling me about a mission to go murder sight-seers. I was like 'really?' what sicko just wants to go murder innocents. In some aspects this game is just FU (my opinion).
But then I got thinking, and wondered why have 'laws' at all? Get rid of the cops, remove the ATR, and let everyone have at it without consequence. Get rid of the bounties and warrants.
No 'good vs. evil', just a total amoral universe.
One thing I suggested when C&P reform was the hot topic was getting rid of the idea of crimes
as such entirely, and replacing it with hostility based on faction rep. Blow up an NPC belonging to a faction, your rep with them takes a serious hit. Get below hostile (I'd have Allied -> Neutral be one kill, Neutral -> Hostile be two, and make Hostile basically uncapped for how deep it goes ... with assault and piracy being a much less severe hit) and you get a bounty on your head from that faction, as well as the current "can't dock" consequences at its stations. Help a faction in election/war state and lose equivalent rep with its opponent. Help a faction outside of a conflict and lose a small amount of rep with any other faction in that system of a different ethos or superpower. (But non-conflict non-aggressive actions won't own their own drop you below Unfriendly).
Any faction you're at least Friendly with, you can "fly its flag", and attacks on you count as attacks on that faction (doesn't matter where the attack takes place, what system, etc.). All fresh accounts start out as Allied with the Pilots' Federation, and flying its flag ... to encourage people to diversify there'd probably need to be benefits like double payouts for running missions for a flagged faction, ability to only change flags infrequently, etc. But of course sticking with the PF would have advantages in that anyone attacking you is risking being shut out of Jameson. On the other side, factions which you're Hostile with will send NPC bounty hunters of increasing strength against you as you get more hostile, at least if you're in their systems.
If you get killed, your killer gets a payment voucher from the factions you're hostile to (probably most players are hostile somewhere, of course, even if it's to the local criminals in a RES) - and those factions decrement hostility by an amount proportional to your rebuy. (To prevent money exploits, the voucher can't exceed your rebuy) Of course, whoever kills you is going to get increased hostility from your flagged faction.
It'd be very possible to have Imperial and Federal partisans, who fight each other, gaining vouchers and further hostility as they win fights - highly welcome in their superpower, hunted on sight in the opposing one.
It's more Politics and Consequences than Crime and Punishment, but I think it would probably work better overall
if the goal was to support that sort of conflict-based play. In practice the Elite series has generally been more about "mostly law-abiding" pilots who occasionally do something shady (in terms of what gets in-game rewards and what doesn't) and Elite Dangerous is no exception. For this sort of game a C&P system that mostly acts to chase you off rather than give any permanent consequence is perhaps more appropriate.