2. Encourage realistic PvP. I am a PvE player (well.mostly) and I think PvErrs benefit as well if challenging game play is provided for pvpers. This includes realistic piracy. Also as i have got better (and richer) i can risk a 10 mill rebuy in powerplay. So what? But early on ouch!
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Fdev designed a system then massive knee jerk responses to every player group that whined! Results eg interdictions are plainly stupid. Real dogs dinner of stupidity. Easy to avoid (npc).or run (pvp). So whole games turns stupid!
You raise some good points

In particular that everyone would benefit from challenging/tailored PvP content - I've said before that at almost every game mode argument, I'm stuck watching one group announce PvPers should stop harming nice normal players and go do their PvP content, and another group preaching that PvP content would be offensive because the game has to learn towards completely equal game modes. Ehwot now? Alas, this is not that discussion.
And yes, if we weren't so prone to kneejerk panic changes, perhaps we would have had scope to use cops/security for C&P in the first place, rather than constructing the Magical Space Good Boy Factor
I’m a little confused over the differences between preventative and risk based penalties, by this I mean:
A commander would risk being prevented from docking if karma is extremely bad.
And
A commander can prevent docking refusal by having good karma.
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It would also mean that commanders in Solo or groups like Mobius will always have good karma, or is that the idea?
To clarify, preventative punishments make it impossible to enter - so if you request access, your request is denied outright - and the "risk based" alternative would be you can request the access, and it will be accepted as normal, and you can try to dock - but any scan from NPC (including non-cops; potential for good guys to call you out to local security?), station, or being too noticeable in some form on docking, and you'll have all local cops and the station go for you.
An anaconda and his chums...my cat could escape from them in a decent ship. But the station patrol and station guns?
Also, excellent point about PvE modes and positive karma. My hope would be that karma continually decays to 0, whether negative or positive, over a long(ish) period of time.
Any changes made to this by CMDR must be done in a player-to-player environment and interaction, as that's what it looks at - CLing and murder, which are both seen as undesirable player-to-player interactions.
I don't think being able to wipe a bad karma score with half an hour hiding in Solo is advantageous to
anyone.
but the idea is that the bad karma being so high means you are KNOWN and intel sought about you. if you are being stopped docking rights entirely at some stations its because you got too infamous. other consequences should be happening more than jut the normal bounty system and anaemic system security response. you should get wings of bounty hunting npcs interdict you or if more than 15 minutes in one system a naval task force with capital ship and many fighters drops in to say hello just for you. the rebuy screen will become your new neighbour any time you leave port
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and even anarchy systems will not be safe
To cover the second thing here first, anarchy systems will not be touched by C&P. This has already been agreed to by Sandro, who put forward that if secure space is to exist, there must be a place for the less reputable to exist. There was a truly excellent reference made towards "hives of scum and villainy" if I remember correctly.
That in mind, this is pretty much the attitude I expected to appear. In effect the kneejerk punishment concept is just too irresistible to many; "stop them doing anything, that'll show 'em!". Unfortunately these boosted security responses, bounty hunters whatever are exactly the kind of situation a capable ganker couldn't care less about.
"Ooh, a few anacondas dropped in on me. I can't be bothered to wreck them all, but I'll be out of attack range in...oh, ten seconds ago". Having to avoid stations in high/low sec systems would be trivial, as would handling any NPC response, given that the community apparently decided ages ago we aren't allowed reasonable AI. As above, the panicked responses to challenge existing in PvE are the same responses that culled any hope of C&P being handled without magical content blocks in the first place.
In fact aside from the risk-based punishments I mention in OP, the only effective offender
punishment would come from PvP in the form of forced Open and bounties on the offender's head, preferably visible to all. Now that is a discussion for another day, but would make for excellent supplementary risk to both playstyles deemed to unnecessarily carry none.
So in effect, this is down to whether the agreed "punishments" will be effective, or what the general forum community expects/wants to see. Hint: they are not one and the same thing...
That you're suggesting capital ships and proposing that an offender shouldn't be able to leave station without being blown up is pretty indicative of the level of reason being employed here though
