Have player deaths per 1/15/30/60 min., averaged against total number of players on that team, modify the perk modifier that is used for side balancing.
In other words, if your side has 100 players and they are suiciding like madmen, have it affect perk point costs and perk points earned.
To avoid unfairly penalizing players who aren't suiciding, modify the 'penalty' based on the individual player's k/d. The k/d 'breakpoint' would ideally not penalize someone who is 'doing well furballing' because they are knocking down 3 or 4 or 5 enemy per death. Suicide anti-fuel ground attack pilots are going to be around 4 deaths/kill (?, no personal experience here). So make the 'break point' somewhere in between. Remove all penalties for someone on a 2 week trial, within the first 30 days of account activation, etc.
Just an idea...
Mike/wulfie
p.s. Here's another idea - allow players to spend perk points to repair facilities faster - so lazs2 can fix the fuel tanks at an airfield almost instantly by spending some perks. If those fuel tanks remain undestroyed for 15 min. or so, his perks are refunded (a reward for effective defense of a facility).