in some modes, you get more points for doing it, so I see this even as encouraged atm.
albeit the rules of who gets points for a spawnkill seem a bit crazy, as i would rather expect killing an enemy in your own spawn should yield more points (as in: defend your spawn), while also killing an enemy from afar in or behind their spawn should also yield points (as in, kill spawn campers, or teams trying to turtle behind spawn), but such extra points should not come from killing enemies in their own spawn (being there, spawncamp/farm), or killing enemies from your spawn (so from spawn to spawn).
However overall, I’d rather see the spawning system worked over as a whole, to allow slightly more strategy. Like delaying spawn to spawn with others, picking spawn vectors (some choice in the deployment), or individual cooldown penalties and overall cooldown mix, to encourage ship switches and better micro penalize suicide spam, or just have more control on map design - with the goal to hinder allowing a team to snowball dominance too much. Not saying, it doesnt work pretty often anyway like it is, but i think changing mechanics there could improve concentrating more on the actual battlefield, as usually “finding the team” and finally doing a counterpush usually can be delayed way too easily.
As said, points, inability of the enemy to regroup, increasing the spawn delay of all enemies, is just a side effect of cutting off the supply line. in return, camping outside provides easy matches, for people who want others to play their game, and are missing on the objectives, or just play that annoying flux phaser or LRF who uses an already f’d up situation to get easy kills and consta blame people who try to engage for dying too much - while their own absence and cowardess basicly creates the situation in the first place. All these dynamics only lead to finally basicly going into spawn, and win by dispersing the team into far away bystanders, and respawning “points” who you can roundhouse-kick like walker texas ranger, because they align one by one. Two things leading together, which you can’t simply make disappear, as it depends on morale and skill aswell, but at least the mechanics should encourage further to do neither of: camp or be camped.