In regards to death from trespassing Necrovion, compared to death from another player using a murder-weapon, I would agree that the former arises with much less controversy than the latter. Given that this were the case, mayhap, the former should come with some penalty (an example would be that lashtal will gain 10% of the stats of the trespasser, who will lose the same), whereas the latter should not.
Death, as I see it as a mechanic in the game, is essentially removing one's ability to interact with the realm, including clickies, creatures, and other players. Azull's new method of resurrection, I believe, were a positive change in terms of balancing death other than death from trespassing within Necrovion - as largely, the player who trespasses has ample warning of the consequences, and also a very reasonable method to purchase safety from the consequences.
I think the issue is that all death is treated the same in terms of how one is able to resolve it. As it is intended as a deterrent for specific actions, it should be sufficiently difficult to resolve such that the deterrent remains.
There is an obvious difference between the relative difficulty of revival presently, with the easiest being payment to someone who has ability to revive, and the most difficult being a community effort to collect flowers. I would think that if the community wished to revive a player, then the method for them to do so should be much easier than the time required to collect this number of flowers, whereas, if the community did think it were deserved, then the method for self-revival should still exist, but be more difficult.