It's actually an interesting part of the game, that people do spy. Just as there were spys in WWI and WWII. The problem in AH is that people can spy with little or no punishment. Unlike their counter parts in WWII that were executed when caught and many were caught.
German spys that came ashore on Long Island, NY, once found, were executed in the electric chair. The Germen solders that dressed as GI's at the battle of the bulge were shot along the roadside when captured.
We have no G2 or MP units responsible for fretting out a spy, we don’t use codes or have code breakers from S2. But if a spy could be positively identified, perhaps that Game ID, could be executed. The Player could create another ID, and start anew. 0 perks. But the old spy id would be gone, dead, no more.
Perhaps a new element to the game. A person could chose to become a spy and go ashore in a strange land, with equipment to allow them to spy and provide back information, via a code and if found or located, could be killed.
Of course that works for people that are honest players of a game and not plain ordinary cheaters. Which is what I think the world of AH is faced with. People that think rules of fare play do not apply to them and there is nothing that can really be done about that.