Playing devil's advocate to conversation, if you can't kill a ship in 15 seconds while it isn't evading, then how is that different from not being able to kill a ship thats high waking in 15 seconds while it is evading? Either way, you aren't getting that kill. So why does the timer need to be higher?
Player piracy gets punished in these cases as non-lethal disables as part of stopping a runner would result in a combat log. Under this scenario, a ganker gets the kill, but a pirate stops the runner, shoots them into being unable to escape, makes their final ultimatum for cargo, and ends up with nothing as a result.
Everyone always complains about gankers being too common over player pirates, but neglects to realize that it’s the player pirates who end up getting penalized when the other party can just log to avoid consequences.
Other considerations: Powerplay involves parties hauling merit cargo and opposition wanting to stop said delivery. Is it fair that a merit hauling ship that is successfully beaten gets to escape by logging off and returning into the game later to make their delievry?
Should a highly wanted player, whose killed many CMDRs, escape all rebuy penalty because when cornered by Bounty Hunting Players they log off at 5% hull? Combat Logging is also a factor in avoiding the often proclaimed ‘crime and punishment’ after all.
Frankly combat logging has pretty much allowed for cheating death through ‘out of gameplay mechanics’. Even if it’s ‘tolerated’ by Frontier it’s still bad gameplay that favors unscrupulous behavior over fair play.