NPCs that pose as much of a threat as human players would put PvE combat out of the skill ceiling of the casual playerbase. It would also require traders to use a shield with boosters, and probably take advantage of the faster boot blueprint - which would make them immune to gankers as well, and is basically what everyone already advises. And far more PvE ships would suffer from your "no rebuy" proposal than PvP ships would - especially in AX where you can easily gain notoriety if you accidentally clip a clean ship with crimes on and then a thargoid blows them up. Or a combat zone. Or organized PVP if someone accidentally leaves report crimes on. It would barely effect gankers because they can blow up a couple of ships and then go sit on their carriers until their notoriety burns off. Because having a ship with stacked shields means you can just leave if you get interdicted.Yes, this is root problem - different visions. PVPers / gankers for some reason think they can judge who is weak enough to not tolerate.
While NPC do tolerate such ships + do much smaller damage compared to players.
So I think that is sort of dis-balance. There are 2 possible solution:
1. Give us ultimate defence agains home grown "judges". (this proposal) or
2. Raise NPC to the same levels - give them back FA-OFF, FSD disabling weapons, shield rebooting weapons, no rebuy if cmdr had notority and so on. Then will see if you still want to "not tolerate".
If you want to reduce the amount of seal-clubbing out there, adding parts of the game where PVP has tangible rewards and purpose would go a lot further than adding mechanics that will always punish casual players more heavily than meta gamers.