1 Can you provide a quote from the devs showing bounties will have a cost beyond that paid to the hunter.
2 While merchants are undoubtedly carrying more value than your target the bandit robbing the merchant does not get an additionaly payment from others. The lesson here is do not take cheapskate bounty contracts. Just as a merchant or bandit has to assess risk vs reward so too does the bounty hunter.
3 I would assume just as in Eve the bounty pool for an individual you are hunting may come from more than just one other player. For example it would not surprise me if certain unnamed bandits may have bounties placed on their head from a number of different sources
Bounty hunters will not in addition be being consistently hunted down whereas bandits will be having it done to them. For instance we in the empire will be exercising a zero tolerance policy to banditry within our lands and we will be actively seeking out bandit hideouts and destroying them. I fully expect many player settlements to be doing likewise therefore the bandit carries that extra risk on their shoulders.
By all means argue that SAD's and assassinations should be altered in their application
I have the following general objection to a lot of these systems.
The more complex the system the more coding time it takes.
The more coding time it takes the less coding time for other things that would be of more benefit to the game
The more complex the rules the more loopholes in the system and potentials for unexpected side effects which end up hurting those it was meant to help more than it helps them
The more complex the system the more it stifles player creativity and emergent game play.
The more complex the system the harder it is for new players to understand (The old Eve aggression rules being a prime example of this, compare them to the newly implemented rules which are both cleaner and tend to be much better at hitting the effect they were designed for)
I would prefer to see simple systems implemented for the start of EE and then revamped as needed during EE so they remain only as complex as absolutely necessary and no more