Hello Commanders!
Hey, hey, hey, let's keep things civil, please, or you'll get less interaction from me, for a start, and more interaction from moderators.
Having bounty claim vouchers be removed on death was a design decision to introduce some additional risk/reward management. Put simply, the more bounty claims your ship is carrying, the greater risk you take by not seeking to claim them.
We've got faith in this concept, so it's staying for the time being, though I accept it might not be to everyone's taste.
The core problem I think is not with the fact that you have to cash those bounties or that you can lose them - though in some cases, like getting alliance bounties in empire - its a ridiculous idea to cash them as it would involve travelling to the other side of inhabited space

Not gonna happen. It would be nice to be able to hire some proxy to cash them in for me, say at 50% of the actual bounty value, but that's for a different topic.
The biggest problem in my eyes is the speed of travel in the game. The original games all had time acceleration in them and it is THE feature that made those games playable. (and fun) Now apparently in an MP environment, you cannot just time accelerate individually and supercruise is a decent solution to that, its just way too slow, not to mention badly designed. Just a few things:
- acceleration / deceleration - scaled back way too much.. I do believe that 3-5 times faster acceleration and deceleration would not hurt at all, were it up to me, I would check 10x first and go from there. 1000Ls trips are quite common and even those take up to 5 minutes to do.. 5 minutes of effectively not playing the game. Thats just not okay.
- timer on destination - either make it work (do some actual perdictions taking accel/decel/obstacles into account) or remove it. Right now, it just shows my ETA to the target with my CURRENT speed, but since I am always accelerating or decelerating, that ETA has no meaning. It can say 10 seconds when I am still 2 minutes from my station.
- in the original games, combat never happened mid flight, always happened around system entry points and destinations. Why? Because matching speeds in deep space is impossible. Now you worked around this with the whole FSD interdiction mechanism and its an interesting gimmick, but more of an annoyance than worth it.
** make ships enter systems through the nav beacon in normal space (flying straight into the sun in super cruise is a horrible design anyway) - to create a point of interecept for PvP
** make FSD inhibitors work on delaying or preventing FSD jumps, instead of pulling targets out that just FSD out immediately anyway.
** allow us to make micro jumps within the system that allows us to travel between the SOIs of bodies, so we can avoid 25 minute roadtrips in a 200k Ls system. (for those who claim they are rare, I have seen plenty of 5k+ systems, generally larger systems seem to be more dominant than small ones, which is understandable, as statistically speaking, the dual / triple / quad systems are more common in the universe than single star systems and multiple-star systems tend to have huge distances in them.
Generally speaking, time sinks are bad enough in an MMO, but in a singleplayer game, they are horrible. Since Elite is not - and will never be - an MMO, adding time sinks is not something you should do.