As always during the early world, I've seen many new players murdered by groups. I like that unlike a lot of other sandbox games, Hafen has incentives that at least attempt to make mass-murder against inferior foes unrewarding. However, for some kinds of player, driving other players out of the game and destroying their ability to play at all is its own reward.
I think in light of the current meta, there could be a better risk-reward system for gankers, who usually play the game at a very different level than hermits do.
Proposal: New Wound: Depravity
When a player commits a murder that meets certain criteria (ex: murdering a character without rage; murdering a character with less than 10% of their own LP total) the player gains an increment of the stacking spiritual wound 'Depravity.' Depravity increases all damage dealt to the afflicted by some percentage per stack. It also decreases inheritable stats and LP by the same percentage, perhaps capping at 95%. It could also confer additional vulnerability to Nidbane attacks, scaling similarly.
Rationale: In short: Death is a big consequence for newbies and a very rare inconvenience for longtime PvPers. The latter group almost always has village and realm infrastructure that allow them to take maximum advantage of inheritance even if they can't recover their body, so that death is no long-term problem.
With this change, death becomes more likely but also more punishing for those players who choose to prey on easy targets. Like a sprucecap on his rowboat, they are once more at risk any time they leave their walls, because if they die, they will be significantly set back. They still have all the advantages of their village and having mastered game systems...but they may fall behind their peers for the rest of the world. I like this idea because it strengthens existing mechanics (Nidbanes) and creates risk for players at the top without discouraging them from fighting with peers and near-peers.
Edit to pre-empt a silly counter-argument about people abusing alts to make meatwalls: characters who are red-handed, outlawed, or currently trespassing don’t incur the debuff. This immensely limits how alt spam can be abused and seems just anyway.