first of all I want to state that I see a big difference between death in MD and death IRL. Most of it has been discussed earlier, so I wont go for details (if you are interested ask me privately). Thats why I will speak of killing here as a game feature and not as of moral act.
I think killing is an interesting aspect of MD that should not be lost. It give game special flavour if you want and can be perfectly used for RP and other issues for example events (think about the last day of Fear). Thats why I am not against Killing contract as such. I think this idea has its place in MD. The problem is, if it is used too often it causes inflation of the feature and that is what I consider negative. Death has to be unique, it has to cause special feelings or community effort. Thats why I dont think that Molquert guards being tough to beat is a problem. I think its positive if people have work together to archieve revival. Of course not everyone can fight, but what is bad about networking and team effort? If I am not mistaken this was the original idea in the end.
Currently there are 2 ways to deal with the problem: 1) increase the number of revival possibilities, 2) increase cooldown of killing contract and killing items.
1) sounds bad for me. Even now killing by contract if rather cheap. with more revival possibilities people will be killed for a few silver and then this feature is something like a rainbow candy - easy to die, eay to revive, nothing to care of. That is what inflation do. That is what I would like to avoid.
2) increasing cooldown seems much better possibility. It gives possibility to keep the rp value of death in MD, also gives a chance to preserve Eons role as assassin.
I dont think killing contract has an aspect of greed. But it gives some "power" for people who do not have permanent access to killing items.