The following is a response to each bullet in similar format:
1 Exactly. Unless it's actually something that's deemed exploitable, it's not something you can report... perhaps that's because... maybe, encountering people who may wish to do you harm... is part of the game? (and if they do so in such a dangerous zone, then you should also realize they are taking the same risk if it back fires onto them :/)
2 Agree to disagree
only mechanic in the game that breaks this rule and allows players to instantly permakill.
These are the rules; Land = spirit loss, Ocean = spirit loss, DEEP Ocean = permadeath. Expect permadeath in deep ocean, expect spirit loss everywhere else (in most cases).
no player can perma-kill you w/o the corresponding fame level
Not necessarily true... as some other people pointed out, repetitive starvation, perhaps from banishment, or some other repetitive position in which, "your character will still die, and even upon respawn, as the conditions cannot sustain it's life any longer" could also result in Permadeath. It's just less likely cause on land, you have a greater ability to recover, unlike in the ocean. The biomes hold different assets and risks that correlate
The reward is the same with vastly increased risk thus the decision to have one be perma and one not be is largely arbitrary with the logic of "because of boats".
"Because of boats"... well how about what "because of boats" actually entails?
"I decided to escort a caravan across the land, then died and needed to walk back to my body, but when I tried to trade across the ocean and drowned, the game wouldn't let me walk back to my corpse as it drifted on the deep ocean floor at a depth I couldn't even reach if I were alive when making the dive! This is so unfair :/" I mean really... even if we throwback to this thread's proposition of islands, so long as you aren't in costal waters, your body would not be likely to drift to safety in the time it would take to spirit walk back into it safely. If you drown after days of travel but are unknowingly near an island that far out, that's one thing, but being in what CoE classifies as Deep Ocean, it makes sense why "Because of boats", the penalty is permadeath, but isn't on land. Maybe it will prove to be too much of a gaming inhibitor, and it will be changed for the sake of player enjoyment, but I highly doubt that due to the adventurous spirit of many and the Dance of Dynasties furthering the cause despite such adversity.
5 It still seems like your real issue is your fear of permadeath and you're just 'salty' about it being so risky to travel beyond the main land...
6 Putting aside my own interpretation of all of your comments thus far... lets say the issue really IS trade being too dangerous... you're saying that if I were to travel the deep ocean to another continent as an explorer, I face permadeath, but if I take that SAME route with the intent being 'to trade', I shouldn't face the same dangers as the explorers before me? That honestly pisses me off... once the hard work of explorers is done, you want to nerf the dangers so everyone and their thrice-removed cousin can make the trip with maybe a third of the original dangers via mechanics being changed rather than actual technological development and player preparedness :/
this reward quickly diminishing once these things have been found and ocean travel reasons becomes for more simple things
Not certain to be true... If someone develops a kingdom over there and a new 'America' that splits from mainland's 'Britain' is formed instead, you are making it so much easier to invade using trade as an excuse to not fear permadeath when the founders of that kingdom braved the ocean depths despite. That aside, the resources would likely be abundant on the seemingly untouched continent beyond the mainland, so as things become scare on the starting continent (as someone in another comment said), the whole idea of 'diminishing reward' is fallacy. If anything, the value of such trade could be the difference between sustaining the mainland kingdom or having it crumble as other kingdoms fight for the finite resources still available. To make this trip, even traders should be expected to brave the deep ocean's risk of permadeath.
The trade routes mechanic suggested here is indeed a fair "fix" IF permadeath fails to give the game any positive flare and only makes content seemingly unplayable... however, UNLESS that is the case, removal of permadeath from the deep ocean in ANY MEANS aside from provably exploitable cases, only takes away from the enjoyment and suspense of the game itself... The reason I even consider the trade route mechanic as a possibility is because we are arguing mostly over speculation, so as much as I strongly believe in my stance, I know I may be wrong, and if such were to occur, my support would most definitely drift to the trade route mechanic suggested here instead. Unless such becomes the case though, it just seems like your trying to fix something that isn't broken, just hard to swallow due to the reasonable sense of fear it rightly and meaningfully induces.
7 not going to even summarize this time.... the value of the shipment should also be considered, not just the act of shipping something itself.