2) Combat logging.
If you 'dissconect', or if you 'pull your cable', there should be a FULL ONE MINUTE pass where your ship is simply floating in space. No excuses and no mercy, no exceptions. There is no exceptions in any other game like this, FD, you are trying to -foot around the people who wreck this game. TRADERS NEED TO ACCEPT THAT THEY ARE PLAYING 'OPEN' AND TAKE THE ROUGH WITH THE SMOOTH!
And before the people who dont like what I am saying here come in to say their bit, if your internet is [masked swearing redacted - please avoid this thank you]or of you are having a night of bad internet, then do not play open to risk it. The majority of people will be fine, and this will definatly stop combat logging, better to fight with a chance than no chance at all.
again, the devs even have a stickie on this: that is not as easily done as you imagine it to be
ED runs on a peer-to-peer basis, that means if you are in an instance with three players, you are sending information directly to those players
this is a good design choice for a very large game like E

, since you would need incredibly powerfull servers too host instances for every system where players are
however, this also means that something like combatlogging and exploiting/cheating is way easier done
basically you have no hosting server between you and the other players to tell wether everyone obeys the rules, every client works for himself,
receiving from every client in the instance while simultaneously sending to each client in the instance (which is why the bandwidth needed equals x squared, where x is the number of players in an instance
tl:dr: acknowledging game design principles being good and actually hacking the stuff in are not equally easy:
1) in order to make an enemy player appear on your screen, though the other host stopped sending and receiving your packages, you would need to have a ghost of him on your screen
2) whatever you do to that ghost of a player has to reach the guy who disconnected in some way after he reconnects, however there is no server you can send that data to, since it is peer-to-peer,
and once your evil combat-logger logs in again, there is no way of telling his client that he has been destroyed while he was disconnected