Let's Not Kid Ourselves:
There are good sec players and there are bad sec players.
We need to encourage the good kind of sec player who will take the time to, for example, properly investigate the crime, and not the bad kind who beheads the subject with a stolen fire axe on the spot because he found an emag on him.
It's been my experience that we can't make the second type of player behave differently.
We can only allow for more players of the first type to find the security role appealing again, and the only way to achieve that is to reduce antagonism.
Why this is important
Because security players, good or bad, have an ooc license to restrict other players in their enjoyment of the game and even to round remove them.
They can be detrimental to the enjoyment of the game.
We cannot ignore the human element
Now that the rounds have become more chaotic, it's become a lot harder for security players, who try to roleplay and to be good sportsmates, to engage in said rolplaying aspect of security, because there is always some threat to take care of.
Some have defended the changes to the dynamic mode as in line with the "metal deathtrap" motto of space station 13. I don't think it goes against this motto at all to demand incentives for better security playstyles, that don't fuck players over.
My Solution:
Slightly lowering the threat level would encourage better sec players, who enjoy the roleplay and not the power fantasy.