I just want to clarify. I wasn't saying that staff should just KILL a PC to make a point or some quota. I was using kill in the sense that when the dice, or health levels, or situation (was warned OOCly to not eat irradiated uranium and did so ICly anyway) warrants it, that staff/GM allow/rule that that character dies. Doing so maintains an important level of causality in the theme of the game and allows for characters to recycle as needed.
One of my major gripes about MUs is, in some cases, the sheer number of GOD-level characters who have effectively made it to max level with all of the equipment, perks, and power on the game, and they've achieved this mostly through GMing that didn't allow them to die when they repeatedly should have OR by not increasing the risks due to the rewards involved. Sure, all level one players want their own space armada by level two, but let's not allow a single roll to determine that, yes?
Anyway, I digress. My point is this:
All too often, the power balance becomes upset on a game and a small handful of stacked-sheet characters usurp control with seemingly no way to challenge, avoid, or disagree with them due to the constant threat of PK, right? But a game who doesn't enforce death and/or using the combat/death rules per the system the game is designed off often neglectfully allows power players to skyrocket to positions of immovable power.
Avoiding the potential hate-breath of a player upset because you allowed one of his characters to die is simply not healthy for a game, and really is unfair to the characters who are basing their actions on the rules and not their power-gaming ambitions.