People would just make dozens of 'crime' alts if that whole mental-weight for crimes thing was implemented, and I also feel that it goes against the general nature of the game. If you really want to see raiders put at some sort of a disadvantage for the crimes they commit, then I'd suggest examining the 'scent' system. Maybe if enough scents are left by a single hearthling, then it could unlock more options for tracking the perpetrator. Although this also is subject to being made negligible by alts lol.
Really the problem with a raider-vs-village scenario is the fact that all the raiders have a chance to lose is their characters, which are probably low risk alts anyway, while the village stands to lose everything. Even if some sort of direct retaliation mechanic was implemented, say the ability to bypass the soak on attackers' village-wall, this would still just be bypassed by alting combat toons to a 'useless' village, and using all those for raiding while the main village is protected.
So, IMHO, alting need to be made redundant(probably impossible lol) before larger scale village-on-village combat will be even close to "balanced" without more arbitrary game changes. Raiders will play the game to the fullest extent they can, to get the edge over the casual players who just want to have a nice farm or some shit. kind of makes sense to me that the one's who put more work into the game should have generally more success, even if it does kind of make them dicks.
Also, I don't really think people who just want to 'live in peace' should have some sort of natural advantage beyond brick walls/claims. This is a cruel game, it's dog-eat-dog out there, not dog-eat-cat. If you aren't ready to be a dog, then this might not be the game for you.