Ok, we already have five pages, so I'm going to keep this as simple and short as my overly verbose self can handle.
Problem: Banishment is too much of a hands off, hard coded solution to what should be an RPed out event.
Solution(s): Stop the random spawning and add bounty NPCs that tribunal leaders "enroll" in the wilderness and cities and can command to be stationed in an area/city or set to roam around it.
Effect(s): People have a chance to avoid the law, creating strategy on both ends. Changes "see crime, banish criminal, feed bank account" to "see crime, banish criminal, make sure NPCs are placed on major traveling paths and critical areas, and move them around when being attacked." Overall, banishment becomes less automatic.
Problem: Banishment is handed out too easily.
Solution: Put a limit on the amount of crimes one or type of crime a person has to commit to banish them.
Effect(s): We will no longer see banishments for one attempted mugging.
Problem: Tribunal leaders only have the option to parole or whole sale pardon criminals.
Solution: Extend the pardon command to specifically target certain crimes by number and then wholly pardon without an argument.
Effect(s): Tribunal leaders can pick and choose what the battles they want to fight, community service RPs can be better played out, and exaggerated crime lists can be better managed.
Currently the banishment system and some of the law system only does to burn bridges and limit RP. Yes, they are punishments, and they should be served accordingly, but they should also be actively kept up on by tribunals instead of letting them sit back after only hitting one command. Often tribunal leaders need no more reason to banish people other than they were born in the wrong country and glow the wrong color. As it stands, it is used in any situation where a character is simply not wanted to be dealt with, which is, at best, lazy. This forces the process to become more active and helps for it to be more engaging.