Actually, I really don't care, if people ruin their own game experience by constantly logging out and back into the game. I don't think, they actually enjoy what they are doing there, but as long as they don't come to game forums or review sites and moan "how boring this game is", it's their own life.
However, taking a step back and looking beyond this idiocy, it's just a harmful mechanic (and I deliberately don't write 'game mechanic', as it isn't a part of the actual game).
The reason was stated already by some: The game is impossible to balance with relogging.
You might believe, that earnings are too low for missions. This may or maybe not be true. It's not the point, though!
The point is, that FD has an idea, how much players should progress in a certain timeframe and relogging does screw this idea.
As Bitstorm(?) mentioned some pages above, it's the same as re-rolling your character stats when playing AD&D. Just give them 18+ everywhere right from the beginning and you have the same result, but faster. Where is the appeal of this?
And no, adding more missions doesn't really help to prevent this behaviour; Instead of searching the best of 20 missions, people would simply have to search 100 before they re-roll in order to get the optimal outcome.
Increasing the payout by the factor of 100 will not help either; people will just re-roll to get those best 1.000.000 cr missions instead of the best 10.000 cr missions.
Adding an in-game refresh button isn't the solution, as it just will speed up the process; the effect will be the same: people will chose and stack only the top-paying missions and hence screw the intended game balance.
If the log-out/in "mechanic" stays, FD might as well get rid of the whole mission variance and make each and every mission grant the maximum rewards (depending on system state, mission difficulty and player reputation).
Some might find this appealing - I would consider the game poorer for it.
But as soon as there is the slightest variance, people who are prone to min/maxing will be compelled to do the mode switching.
The only thing to prevent it, is to make the mission selection independent from server status/server system time (or whatever is used as RNG seed). Maybe use the time signal from an atomic clock?
Anyway, the relogging shenanigans should go for good - better sooner than later.
Oh, ... I voted "Yes".