Maybe they are doing just that. FDev have repeatedly said they don't like to rush in new, incomplete features.
They may not like it; but that appears to be their modus operandi.
Whether we are talking about the fiasco that was full-auto plasma multi-cannons on NPCs, or the introduction of engineers with no module storage, RNG insanity, and the whole mat issue; or Power Play (which it seems like most people still ignore), or the many explosions to an errant docking computer... there's a long history of introducing broken or simply unfinished (one SRV? Really?) features into the game.
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I can only surmise that said log-posters are either recklessly brave or - rather more likely - accurately calculate that they have absolutely nothing to fear.
That does beg a simple economic question.
A ban is lost future sales. That person will not buy further expansions and may well avoid FD products entirely (there's also some percentage for whom it actually means buying another copy to cheat back in... but let's pretend those don't exist because I'd hate to thing FD saw banning players as a revenue source).
So if you start banning for combat logging: how many sales to you lose vs how many do you lose if you don't (I suspect the latter is functionally zero).
Even if you somehow manage to make it non-profitable; how many rage-quit costing you sales vs how many rage quit because combat logging is possible?
There's no real data I am aware of; but I suspect the numbers fall well in favor of allowing combat logging.
And as I keep pointing out: this is also a PvE event, not just a PvP event. Most everyone trying to argue against combat logging is discussing only PvP.