There's a big difference between losing a ship and dying in a fps shooter, in 5 years I have only lost a ship during pve combat 1 time and that was within the first 3 months.Why not? That's exactly what happens with ship missions. If I die in a CZ or a massacre mission my rebuy is at the last station I docked at, and I need to jump & supercruise back to the mission/action. If I die and my wingmates are still in a CZ, I don't respawn after rebuy right outside of the CZ.
It would also be comparable to some massive multi-player missionish FPS games - I'm thinking of the different Battle Royal scenarios in CoD in particular. If my squadmate dies during the action, they need to wait until I can get them back into the fight (which can take a bit sometimes) and even then they do not spawn right on top of my fully geared up.
It will be interesting to see how FDev balance all the different possibilities. Sure it may suck if you're the only wingmate to die and you respawn in orbit and have to make your way back down, but then that might mean your role has suddenly changed. It would also suck if there are settlement scenarios (like the ship installation scenarios) which end up with players on different sides and your enemies keep respawning fully geared up ad infinitum right where you killed them.
I have learned very quickly that if you get in trouble in a has-res or cz it's very ease to just run away, not so much as a fps where life is short.
I think it would be better to spawn outside of the base to continue the fight, if you got back to the ship or space station the mission will reset and you will have to start over.
If you re-spawn outside the base you can fight your way back in and pick up your dropped stuff and continue or head back to your ship rethink or reset the mission, its up to you how it plays out.