With dedis and player toggles quitting without penalty could be ok but you're not thinking of these issues in the current Halo 4 system:
1. host migrations
2. black screens or interruptions to play (why should other players wait on you, especially a factor of 1 vs. 15)
3. score or spawn or objective issues
4. CSR becoming inaccurate
5. Back out before voting, essentially screwing the system/stats and pools of available players
6. Quitting usually occurs mid way through a game, when it is an apparent a loss and JiP becomes disabled. The non-quitting players get stuck in a lopsided game.
7. No incentive for player to fix a problematic connection issue
8. How do you know the same thresholds that JiP operates under aren't factored in for the quit ban, given some of the above as well?
The facts are abusive behaviours, quitting and deranking got into epidemic proportions throughout previous Halo games and gave rise to features like quit ban, mute ban and JiP. These systems are designed around player behaviours, if you're going to talk about ideals, changing player behaviours at the source is best for all involved. I'll never endorse allowing one player or a party to quit while fucking over magnitudes more players they selfishly don't care about. If dedis and player toggles can deliver a robust enough system to handle quitting without penalty sure but again there are issues with that. Literally a player could quit out of every gametype or map or skill match up they didn't like and therefore lessen the quality of TrueSkill or game experiences for others.
@Nebula, some directed at Ragnarok. Dude has a hard on to associate and trash me with his Waypoint mentality at any chance.