Anything that gives a player the ability to dodge accountability, in an accountability driven game is a huge, glaring, potential exploit.
A large and well organized pvp tribe will have multiple people with 2 accounts (or more)...of course that assuming that we get a game delivered that actually delivers...Second accounts will be used to set up crafting alts. Crafting alts will be set up in quaint little unassuming villages with names like, Springwater Trading Company, Bobs Bed and Breakfast, etc. etc. The mission of these alt towns will be to craft items for the tribes militant branch.
This frees up the military wing of the tribe to act completely without consequence...the logistics that drive their machine can not be shut down, or even hindered, since they are protected.
In sb this existed - fly catcher trees: just a bind point that players from a guild would use to stage raids on assaults on others. If someone seiged it, usually they would not even show because it was easily replaceable. Typically groups would have a built up 'roller city' where they funneled their cash and resources to produce weapons. Players spent huge amount of time trying to track down the 'real owners' of roller towns, sometimes seiging them just to see who showed up. The flyl catcher: roller town dynamic was bad, since it mostly removed accountability from the game.
The system that is on its way to implementation is worse, as the players will not be able to hold these new 'craft tribes' accountable for the actions of their parent tribe.
Please think about the ways we can abuse a system before it gets implemented...if it can be, we will do it...it's in our nature. Unfortunately.