The best part of the logic, is, surely this kid, or anyone else knows what is a "realistic" mindset for some crazy freak sci-fi murderous traitor, or anyone else on a space station filled with clowns and poop. I wasn't aware people have actually worked on such things and fully understands how people act on such things.
We have a large library of pop culture we can refer to for the mindset of a murderous traitor in a sci-fi setting. SS13 didn't exactly invent the "Killer in Claustrophobic Spaceship" setting. Off the top of my mind I can think of Alien, Event Horizon, 7 Days a Skeptic, and a plethora of late-night Space Channel movies whose titles escape me. It's interesting to note that all of these stories either feature dying throughout the plot, or dying en masse near the end.
I agree that the rounds last too long, and the problem is the need to roleplay at the expense of gameplay. The death or capture of the traitor frequently leads to the game mode turning into Extended, since the Captain can't reasonably "roleplay" calling the emergency shuttle in that situation. Mechanics unique to Bay12 (such as the prison shuttle) have helped dig us deeper into that hole. It wasn't a problem in the early months of NSV Luna since meteors would eventually degrade the station (with explosions) faster than engineering could repair them, but the community decided to do away with most of the dangerous random events (which caused me to anxiously cry out on the old forums that Extended was going to end up being really boring, though I think I lost the fight to louder, more vicious voices).
If the game automatically restarted once the traitor was neutralized, this might alleviate the problem, but since a lot of Baystation 12's core (not a majority, mind you, but a minority of old guard players with the most sway) seems to really like Extended, I don't think that's an idea that is likely to be accepted any time soon. In fact, it's been suggested and shot down before, if I remember correctly.
Respawning was an idea that came up, as well, but I think parts of the admin team at the time were more interested in stopping griefing than in players having a good time, so it was decided that a respawn system would encourage poor play.