Game mechanics to catch smugglers, not needed. Simply record names and post in a big post the LPI runs. Put the character name and a warrant. Have a set amount of money for the cargo hold size of the ship...if he's hauling 5K of contraband, Theres what, a five hundred thousand bounty? Bounty hunters aren't in it to get rich from one job (they aren't assasins. They're basically specialized mercs) so they should accept all contracts. And yes, I also want to keep inflation at a minimum. (sorry, battleship dreamers)
So utilize what a bounty hunter is there for. All to often now I just see bounty hunter ships "assisting" and orbiting. THey aren't given enough to do. its that, or go harass the Order in Omicron Minor.
You will NEVEr catch all smugglers. YES, some smugglers are just doing it for money and are out of character tards. YES, being a lawful, you WILL get griefed. (lets face it, some people play for the "Go bone yourself" hardon)
Lastly, patrol the lanes. Learn to set up disruption choke points. It isn't LANE HACKING when you're merely scanning for contraband. And as I said in a different post...Don't do it alone. In Vanilla FL, the patrols were in 3 or 5....so...specialize your loadouts. Shield killers on one person, hull blasters on another, etc. Worst comes to worst, you ALL have CD'S and can keep that person from cruising away.
Yes, it will take time to take down the transport. Yes, you probably WONT be succesfful all the time....
Refer to the above.
Smugglers in it for the RP, I feel, will use smaller ships. It makes sense...you enter the atmosphere, and bam, you're lost amongst the rest of the traffic. A huge tanker? Not hard to spot, really.
Be realistic, on both sides. Thats all it takes. Play for the fun of both people and don't get steamed. (Also, lowering the time for re-entering from 4 to 1 hour, wouldn't hurt.)