Yeah I mean that's my point, give them more options, just keep them away from military stuff. Some posts ago I made the point that Wild and Pawn IDs should complement each other one in some way.
Gameplay-wise, Wild for infiltration in military ships, Pawn for open terrorism in civilian, BW and some unlawful and paralawful ship lines which need to be added to make this thing viable.
RP-wise, Wild from a lawful background, Pawn coming from nowhere or almost.
They'd be two different approaches to play someone with a snake in his spine, one not necessarily lesser than the other.
The way the Pawn ID is conceived now is to give people a stepping stone to the Wild ID but (understandably) nobody cared because of how ill-fit it is for the task, you can't, say, infect a Miltary character and then give him civvie or BW stuff until Aoi accepts the application, people just skipped this step.
An approach like this would allow it to exist independently of the Wild ID without merely being a crap version of it to be disposed of at the first chance.
One could even come up with official factions that work distinctly from Aoi, though this might be a stretch considering how Nomads work. Still, it's an option I'm planting here.