I guess one way of tackling it would be to increase the spiky nature of the payout then, fewer higher pay days.. Perhaps if they developed an element of the dynamic mission structure they already have. Take a mission where the start is something familiar like assassinate this or that anaconda/dropship/clipper, kill them and you overhear their last transmission to a home base. You can still turn in the mission for the 150k or you can go on to this base (just a normal USS with hostile targets) and kill x many targets there. Or if the devs wanted to, introduce a USS based mini structure, like a far out asteroid/comet base. This would give a far greater payout. The risk/reward could be introduced in that you would be more conscious in spending munitions on the initial assassination, make it so the second stage is failable by returning to a station as the targets have had enough warning to scramble and escape. Also make the WHOLE mission failable on ship destruction, if you go after the second target and die, you lose the initial 150k payout.
Even if the Viper is currently the most optimal choice for bounty hunting, you'll still have people who want to do so in larger ships because ship choice is one of the few ways to customise your presence in game. I'm not going to say that's right or wrong, but we're aware of the limitations in terms of the higher operating cost. They're still multi purpose though and some can tear through conflict zone targets like tissue paper.
I can't argue against the nature of what elite has been in the past as this is my first foray. I would argue that that is not solely what this elite is selling itself as. There have been several roles depicted in the trailers, more prominently those of combat and the website advising you can blaze your own trail suggests that it doesn't consider itself one thing more than another. You could argue that it's to attract those who aren't elite veterans and don't know the game is supposed to be trading first most everything later, but why purposefully limit the games scope?
I'm somewhat saddened by the urge to write off people who want a more viable combat income as merely being laserbrained pewpewers.
This is just an artifact of an incomplete game. Dont listen to people that say "bounty hunting shouldn't make as much, it's a trade game after all". I have been in since premium beta and one thing the devs have been consistent on is they do not want there to be one way to play to rule them all. Its not that one profession is supposed to earn more, they should all be relatively equally viable, according to the devs, it really looks like they just haven't implemented the aspects of bounty hunting and exploration and mining, and pirating etc, that will make them financially viable. Who knows, maybe they won't develop them further, I'm losing hope because it seems like there priorities are all over the place, and they are obsessed with balancing ships for some reason, but at least it's been stated by them that they intend to have all the professions reasonably in balance with each other.