I guess it made sense in my head...
I'm still adamant that different penalty severities for different infractions are possible if not easy to implement, especially with track boundaries. Higher penalty for infield/shortcuts, lower penalty for slight infield runoff.
Perhaps for vehicle-vehicle contact higher speed/impact collisions could result in a higher penalty? I don't see how the game wouldn't have the data for the difference in speed between the vehicles at the time of collision. A higher-speed collision should be a larger penalty, and perhaps to avoid exploits as you said, for both cars. It would cover situations where people try to use other cars as their brakes (the receiver will feel short changed when it occurs, but it should encourage less belligerent behavior from those that usually commit these offenses), and situations where cars are stopped on track post-wreck (it won't be perfectly fair for clean drivers trying to avoid wrecks, but as a whole it should encourage more cautious behavior towards risky drivers and on-track incidents, enrage crashed drivers to move off the racing line and make more intelligent track re-entry strategies, and have people rely less on ghosting [as I see a lot of people approach wrecks assuming they'll ghost thought them]).
Right now slight taps in pack racing near the start of the race are considered equal to hard rams and side swipes, and I'm finding it difficult both to improve my SR rating and to accurately gauge how dirty or clean drivers are with the current system.