How about this:
Fix the mechanics for Bounty Hunting. That way players who want to do the right thing can do the right thing and players who want a legal way to kill other players will have a 'valid' outlet.
Not so easy, if you are talking about PvP bounty hunting. Due to instancing, mode swapping, and just plain real life (i.e. there's no guarantee hunter and target will even be playing at the same time), I cannot see how FD can make PvP bounty hunting work. Even if they had an up to date, constantly refreshing bounty board that only showed targets who are online and in Open, there's no guarantee that hunter and target would be in the same instance.
I obviously cannot speak for others, but as someone who does a lot of BB missions, I already find it frustrating on occasions that I arrive in the system where my NPC target is supposed to be, and then have to fly around aimlessly scanning everything in sight for any significant amount of time. How much worse to be hunting for a real target, who may or may not be in your instance, may or may not be in SC, may or may not be docked at a station, and may or may not even be wanted in the system where you are actually looking. Not compelling game play to my mind.
Fix the mechanics against murder. That means psychos and "pirates" will feel more heat for their actions and will likely get annoyed. I personally don't see this as a huge problem because too much of this isn't great for the game (just my opinion). These can either persist facing the repercussions for their crimes or if all they're really looking for is killing other players, perhaps move to the Bounty Hunter category.
Well, a major faction wide persistent bounty for killing a clean player might go some way towards doing this. FD would have to be careful implementing it, as it would (or at least could) effectively kill the game for the target, so it would have to be bullet proof, and more importantly exploit proof.
Fix the mechanics for Piracy. I haven't really looked into this too much, but I can't imagine that true piracy (even if it ends in murder - I don't have a problem with that) doesn't pay all that well. These guys are going to face much of the same added heat as the psychos/"pirates" so they need to be profitable to balance that.
The only way to effectively fix piracy would be to make NPCs worth pirating. I'm sure there are some players who enjoy an encounter with a pirate, but i truly doubt they'd enjoy it every time they played. Add to that the hardening of punishments for clean player killers, and the pirate is severely disadvantaged, unless they are happy to endure said harsh punishment, as a player can just decline to drop cargo, and the pirate has no alternative but to kill a clean player.
Fix the mechanics for Trade. Not the actual trading itself. But NPC wings, cargo insurance, etc would be nice. This means traders will feel a little safer or at least won't lose hours/days of effort for being victims so they won't run away from Open... hopefully.
Explorers... just stay away from people I guess. But isn't that what they do anyway?
Players who reject any semblance of mechanics or role play or even empathy and are just looking for the *pew* *pew*.... for goodness sake, just turn to sport... start supporting CQC.
Not sure how much sense that made. It's late and I should be in bed.
NPC wings and perhaps cargo insurance would be good additions to the game indeed, and if you are talking about explorers, then having exploration data recoverable in the case of being killed on the way back to civilization may work. However, where does FD draw the line with these types of insurance? Do you have to be killed by a player, or if you are destroyed by an NPC would that count too? Those are questions that would need to be answered first I suspect.