The focus of my discussion for today is the lack of consequences for stealing ships:
Ship capture with marines: Currently, so long as nothing is destroyed on a target, there is no reputation loss for stealing ships with marines. Reputation loss appears to be only generated through destroyed turrets/components.
Ship bailing: So long as you do not destroy the ship, you may open fire and cause the bailing of any ship that can bail with no reputation loss.
Examples of how these work:
Marine cap: Any ship with a higher marine capacity than your target ship will do as your Capture ship. Park one in the path of your target (friendly faction so that they don't open fire on you) ship to reduce their speed (you want to be as close as possible), deploy marines - using the 'most dangerous' deployment method of ignoring turrets/hull values. Marines float over to target and start capture process. You fly away, ship captures in 5-10 minutes. No rep loss.
The target can shoot at marines, but nearly never destroys any significant number of them except with very specific weapon combinations/movement patterns.
At no point does the target shoot at your transport, unless its returning fire from your turrets because you forgot to turn them off

Ship bail: Using a ship with low hull value seems to have higher chance of causing bailout. Not going to discuss that at this time, that should probably (and likely does) have its own thread. Basically, pick the smallest ship you are comfortable with for these activities. Any ship will do here, criteria being sufficient guns + speed while considering hull value.
Choose a friendly target ship: Shoot at it until it bails out, no reputation loss. Some of the sector patrol might temporarily turn red, but they should be easy enough to avoid (or give you targets for your next ships to steal)
Not going over the specific mechanics of how to make something bail, but this does not take long should you be using a sufficiently small ship. Causing a whole sector of M/S ships to bail over a play session should probably have some consequences.
The obvious solution to both of these issues would be something to the effect of - if player is the cause of loss of ship ownership, reputation loss with previous owner = x I figure the penalty for stealing a ship should be at least as harsh as destroying it (which is already pretty lenient).
A few random only slightly related notes to go with the topic.... much lesser of note:
Being able to claim empty ships from any sector is a bit silly. Whichever ship you are in control of, if sufficient marines are present, can be used to claim bailed ships in any sector. Those boarding pods warp to their target eventually, little travel time involved. That feels unintended.
Not being able to bulk move Marines is annoying, not that Marine skill actually seems to matter much vs what it did in previous installations of the series (that might be the temp fix now that I think of it... there does not appear to be any sort of defender advantage as was the case in X3 specifically, making boarding skill unnecessary - only numbers seem to matter)
I'm curious what others think of the above. The best part about X games is that you can do whatever you'd like in them - so I can avoid what I see as exploiting by not playing that style if I so choose, or correcting it by altering it myself or through mods. This just feels more like an oversight, or something that should be in the game if that part of it was fully fleshed out.