You know, I'm not sure if this has been stated prior in nearly a hundred posts for which I haven't the patience or alertness...but I honestly don't see this as a bad thing.
Perhaps charging poorly-received players (and let's not mistake that for what it isn't, a bad sport is a bad sport but good sports may be poorly received by given communities for one reason or another and end up with a bad rep anyway) additional for games and services is a ham-fisted solution with ample opportunity for abuse by the community, but at least it's a kernel of an idea for leveling consequences for (intentionally) bad play and a lack of sportsmanship. Moreover, hitting people in the wallet isn't going to be incentive to change the way a player acts, it's just going to drive them to other services or games in which they can actively be dicks without consequences.
I suggested once (in WoW of all places in the context of random dungeon finders) a weighted rating system. Players can anonymously "like" or "dislike" a given player, which raises or lowers their overall reputation. The degree to which that reputation is affected is dependent upon the comparative rep of the opining player to the opined player, similar to a ladder system; a low-rep player "disliking" a high-rep player will not affect the higher-rep player's score much, where that high-rep player "disliking" a low-rep player will significantly affect his. The rub is that to "like" or "dislike" a player comes with a rep tax (with disliking costing more rep than liking), which curtails abuse of the system or handing out ratings for the heck of it. Moreover, players' rep progresses towards a neutral position on a monthly basis, making sure players don't fall into a downward or upward reputation spiral and incentivizes active play to preserve a high rep, or taking a break to "forget and forgive" a bad rep.
Now, to have meaning that system or something like it would have to have rewards or penalties. I would suggest in-game rewards, like perks or extra weapons, or penalties rather than out-of-game, like charging players more. Assuming 0 is the neutral point, for example falling into the negatives locks out cheaper, more skill-less weapons; while going high-positive unlocks high-skill, high-power weapons or other assorted goodies.
An example: let's take MW2. XxXBlUnTMaSTuH420 has an initial rep of 0, neutral. He enters a lobby and starts trash-talking, spewing slurs, and being a general jackass while running around with the lamest class possible. Half the lobby gets tired of his stupidity and dislikes him, which dumps him into the negatives. His first penalty? grenade launchers are locked and he can no longer noob tube it up. He keeps it up over the course of several games and continues racking up the negative rep, other stuff is systemically locked until all he can do is run around with an M4A1, M9, semtex, flashbangs, marathon, lightweight, steady aim and copycat. Good luck with that uberleet K/D ratio now, jackass.
Now where this is nice is with unified services like Steam, rep can be connected to account rather than game. So, let's say BlUnT gets tired of mucking around with his humiliatingly-awful MW2 class he screwed himself into and goes over to TF2. Since he has such a negative rep already, he discovers he no longer gets to wear hats, and can only use each classes' default weapons. Probably should have learned his lesson over in MW2, and hope he can salvage his rep by playing Medic (since everybody loves a medic!). So he does, and gets a couple high-rep players to uprate him...which puts him back in the ballgame in terms of being able to play the way he wants.
Perhaps charging poorly-received players (and let's not mistake that for what it isn't, a bad sport is a bad sport but good sports may be poorly received by given communities for one reason or another and end up with a bad rep anyway) additional for games and services is a ham-fisted solution with ample opportunity for abuse by the community, but at least it's a kernel of an idea for leveling consequences for (intentionally) bad play and a lack of sportsmanship. Moreover, hitting people in the wallet isn't going to be incentive to change the way a player acts, it's just going to drive them to other services or games in which they can actively be dicks without consequences.
I suggested once (in WoW of all places in the context of random dungeon finders) a weighted rating system. Players can anonymously "like" or "dislike" a given player, which raises or lowers their overall reputation. The degree to which that reputation is affected is dependent upon the comparative rep of the opining player to the opined player, similar to a ladder system; a low-rep player "disliking" a high-rep player will not affect the higher-rep player's score much, where that high-rep player "disliking" a low-rep player will significantly affect his. The rub is that to "like" or "dislike" a player comes with a rep tax (with disliking costing more rep than liking), which curtails abuse of the system or handing out ratings for the heck of it. Moreover, players' rep progresses towards a neutral position on a monthly basis, making sure players don't fall into a downward or upward reputation spiral and incentivizes active play to preserve a high rep, or taking a break to "forget and forgive" a bad rep.
Now, to have meaning that system or something like it would have to have rewards or penalties. I would suggest in-game rewards, like perks or extra weapons, or penalties rather than out-of-game, like charging players more. Assuming 0 is the neutral point, for example falling into the negatives locks out cheaper, more skill-less weapons; while going high-positive unlocks high-skill, high-power weapons or other assorted goodies.
An example: let's take MW2. XxXBlUnTMaSTuH420 has an initial rep of 0, neutral. He enters a lobby and starts trash-talking, spewing slurs, and being a general jackass while running around with the lamest class possible. Half the lobby gets tired of his stupidity and dislikes him, which dumps him into the negatives. His first penalty? grenade launchers are locked and he can no longer noob tube it up. He keeps it up over the course of several games and continues racking up the negative rep, other stuff is systemically locked until all he can do is run around with an M4A1, M9, semtex, flashbangs, marathon, lightweight, steady aim and copycat. Good luck with that uberleet K/D ratio now, jackass.
Now where this is nice is with unified services like Steam, rep can be connected to account rather than game. So, let's say BlUnT gets tired of mucking around with his humiliatingly-awful MW2 class he screwed himself into and goes over to TF2. Since he has such a negative rep already, he discovers he no longer gets to wear hats, and can only use each classes' default weapons. Probably should have learned his lesson over in MW2, and hope he can salvage his rep by playing Medic (since everybody loves a medic!). So he does, and gets a couple high-rep players to uprate him...which puts him back in the ballgame in terms of being able to play the way he wants.