I just said pretty-much the exact same thing in a previous post.
IF the timer only applied to PvP (or, possibly, all combat) then the whole "real-life stuff" argument wouldn't be as important.
As it is, though, it applies in a whole heap of situations where the game simply thinks you're "in danger", even if there's no ship actually attacking you at the time - or, in some cases, even if there isn't another ship within 20,000Ly of you.
On top of that, even if the timer
did only apply to combat, and it
was extended, what then?
You're still going to get people CLing, both from PvE and PvP combat.
How do you deal with that... in a way that doesn't encourage the use of IP manipulation?
Or does that need fixing too?
So, we now have to extend the timer, re-write the threat-detection code so the game
only applies the timer to players who're actually
in combat and then re-write all the network code so that IP manipulation tools can't be used.
All so that some people don't get salty about missing the opportunity to blow up an extra ship?
I guess it might be nice but, y'know, it seems like ED has other things that could be prioritised ahead of that.