Thanks, @Rebel-Tetris. I continue to appreciate your engagement here and all you and the team do to support players and a positive environment. I continue to appreciate all the work on the game itself, too, of course :-).
I do want to just try to clarify, though, that while it's clear there are things that can be done, and are being done, to address problematic behavior after the fact, I hope you and other devs reading this thread are really hearing that the underlying suggestion is to build incentives into the game itself that promote positivity and discourage problematic behavior before it happens. Add some carrots in addition to the sticks.
Muting and blocking chat are certainly useful tools on an individual level, but they're also reactive rather than pro-active tools and they prevent full engagement in the game for those who choose to rely on them.
While I'm sure you can't make any explicit commitments on this thread about what devs will or won't do in the future on this issue, I remain hopeful there's somebody at a company like NT, which really did show profound and enormous sensitivity and empathy with a title like Hellblade and with the Insight Project, who has the willingness to consider the importance of building positive psychology into games as a fundamental QOL feature.