This sounds really interesting ... one thing that occurs is that the game already has a very crude built-in reputation counter: the number of kills. This should certainly apply to point
: NPCs should be a lot more impressed by the reputation presented by a player with a Dangerous rating than they would be by one with a Poor rating. So maybe the kill count should act as a multiplier or modifier: "This guy's a trader-courier" versus "This guy's a trader-courier who knows how to handle himself". This might work with point
5) How long should the list be? The shorter it is, the more short-term impact "new" actions have, and the less long-term impact "anomalous" actions have: the higher the kill rating, the longer the list should be. Maybe also, the more time a player spends in a system/group of systems/galaxy, the longer the list should be ... would it be possible to have reputations within certain geographical areas, so that a player can (to an extent) move to pastures new within the same galaxy, and shed (some of) their rankings?
Certain reputations should pull against each other, too: a player with a strong past "hunter" reputation should find it much harder to become accepted as a pirate (by other pirates) than a player with a strong past "trader" reputation. Perhaps it would be possible to create a legal-illegal axis? Something like
ILLEGAL---------------------------------------------------------------LEGAL
Pirate interceptor|--|Pirate|--|Smuggler|--|Miner|--|Trader courier|--|Trader|--|Hunter
(I stuck the miners in the middle on the assumption that they're a bit out on the fringes of society, and couriers come next as they're maybe a bit more duck-and-dive than regular traders.) If the default position, where players started, was "Trader", then their actions could move them faster or slower depending to their position on this axis. I don't mean that a "Trader" player who indulges in a bit of piracy might be viewed as a "Miner", say - only that it should be easier for a "Miner" player to gain a "Pirate" reputation than it would be for a player with a "Trader" reputation. A "Trader" player would have to accumulate more "pirate points" to be seen as a "Pirate" than a "Miner" would. Does that make sense?
For point
6) What actions should count for reputation in each category?:
Pirate interceptor: Killing police and bounty hunters (requires witnesses)
Pirate: Killing police, bounty hunters, traders, miners, etc. (requires witnesses)
Smuggler: Buying and selling illegal goods (buying should count for more - x3? - than selling, as there's always salvage, but still, "salvage" might just be an excuse)
Miner: Scooping splinters
Trader courier: Making parcel deliveries
Trader: Default option, probably - but leaving a station with a full or nearly full cargo hold should count
Hunter: Destroying pirates, earning bounty
One slightly tricky thing is telling the difference between a player-trader and a player-hunter, as the player can kill a lot of pirates on a trade run. The biggest difference I can think of is whether you leave the station with cargo in the hold. If I'm on a hunt, I don't buy any trade goods: I'll collect them on the way from the pirates. 1TC of scooped Alloys has the same profit margin as 1TC of the cheapest Computers sold on the poorest Ag world, so there's no point.
Over time, I think the reputation should tend back towards the default "Trader". This could be accelerated by ejecting, buying a new ship, or jumping to a new galaxy (probably not by much for ejecting; by quite a lot for buying a new ship; and perhaps a complete reset for jumping to a new galaxy). The "Trader" position could be made looser - i.e. easier to shift either towards Hunter or towards Miner/Smuggler/Pirate - if the player regularly leaves a station empty and docks next time full or nearly full (or with "more than X TCs on board, perhaps, since "full" depends on how big the ship is).
Something else worth keeping track of, perhaps, is the number of "Please stop!" and "Thank you!" messages received - maybe along with the number of escape capsules brought in. This might have an effect on how other ships respond to you. A "Pirate" who nevertheless brings in escape capsules would be viewed differently than a "Pirate" who never brings in escape capsules. Or - sudden thought - maybe bringing in escape capsules might have a multiplier effect on the reputation values of your actions for that trip? You'd be generating a lot more word-of-mouth ... perhaps, even, for pirates, it would be possible to track what happens to the escape pods produced by the player's actions? Dead pilots tell no tales: if a player wants to be a pirate, and not get a reputation for it, then they'd have to take pains to eliminate the escape pods, too ...