Yes it is, because I'm a realist. The real impact of this change is negligible. To say it's poor, illogical and lazy just because you don't like it seems like a poor, illogical and lazy argument. And yes, because it is a small loss does make the trigger ok. The loss incurred by the trigger is irrelevant and tiny. As they're connected that makes the trigger ok in my book.Again, this is an appeal to the minimal nature of the loss in order to justify the inappropriate nature of the loss. It's poor, illogical, lazy coding and could be done MUCH better. Just because it's a small loss, that doesn't make the inappropriate trigger OK.
If you REALLY want something tied to the real world and time spent in game play then you should be rewarding people with something extra for playing more, NOT punishing people by taking something away for NOT playing. There's also the point that it's inviting exploitation - eg: if I know I'm going away for a month soon I can be an at all I like and know that by the time I get back I'll have avoided most of the consequences.
Are there better ways of simulating this? I'm hard pressed to think of one that makes sense within the concept of an on going universe while still keeping it a game but I suppose it could be done. Does the fact it could potentially be improved make the current system bad? Not in my book. It doesn't make it exploitable. If you're all the way into allied you'd have to tank your rep to hated. You'd slowly go to unfriendly. You'd now have an epic grind to get back to allied. If you were already unfriendly before going to hated I'm presuming you didn't care about that rep in the first place. No exploitation has occurred.