I'm inclned to agree with you about having a more meaningful crime system but I'd prefer if it the game were more that of a risk reward system based upon the security status of a system , but your chosen preference for criminals seems a tad on the OTT side. After all there are missions where we are asked to go kill traders, and civilians.. Kinda gonna be a boring game if all we do is play squeaky clean.
And indeed, its a tricky one and would need lots of thought.
However, we have different jurisdictions, and this could work very well with that.
You are in (for example) empire space, and you get a mission to go assassinate a Fed military guy. What the hell, you are wanted in Fed space anyway aren't you? They have never forgiven you for killing Justin Blurber, their Orca flying celebrity. So you take the asassination mission, get into the system, hunt down your target. You know the first Fed ship to spot you will put out the APB that you are in the system. You have maybe 5 mins tops before the system is crawling with SA ships. Get in, hit the target, get out.
What you wouldn't take is missions to kill traders/civvies in systems you want to remain on good terms with.
It would also help align players with different groups, and actually provide more justification for more valid lore oriented PvP.
And i'm sure some people wouldn't be amused by this, but i could see for example things like it becoming risky to become involved with some CGs, because they are in the middle of a territory where you are wanted. Kind of "You've made your bed, you better lie in it"
To help people overcome wanted statuses, they could slowly degrade, like we have with faction rep. So over time, if you remain a good boy, you can return, but not 7 days for someone who is a mass murderer like we have now, and can be got rid of with the old sidewinder trick.