Ok, I had the roles reversed. Still, an analysis requires data, data that may or may not be available in the current game engine. Assuming that it's not, you have to start bufferering all flight data on a continuous basis, likely to be done by the fe rather than the server. Then upon collision you analyze the buffers. The buffers would likely contain raw positional data rather than acceleration vectors. So, more work in processing that data.
Anyhow, you may be correct in your assesment of the load involved, I dunno. But, I still say avoiding a collision isn't that hard, especially when it's so very hard for the other guy to intentionally cause one.