Neutral.
I believe many, if not the entire community, has some sort of grievance with the current mugging system. I believe this suggestion to remove clothing mugging is a good idea and I can agree with that, but I fail to understand the thought process with removing and changing the FearRP aspect of mugging. From your FearRP changes that you're suggesting, it seems to me like you're attempting to make it so that it is physically impossible to prevent yourself from getting mugged once it has been initiated, while also removing all of the PK risk. Mugging is not necessarily an aspect of the server in order to be a primary way of making money, but to add a risk factor to the server, where slipping up in the wrong area could lead to you losing money or your life. From the way I am interpreting your suggestion, you are wanting to remove this risk factor almost entirely, only allowing for PK's to be administered when someone comes randomly to the defense of the victim of the mugging, which in my opinion will do nothing but encourage discord metagaming to prevent a mugging from occurring.
The current mugging system is well balanced in my opinion. As a consequence for absent-mindedly walking through dangerous areas of crime ridden cities, you have some items robbed off of your character. If these items are imperative to your character or if they hold a high enough value, you actually have an opportunity to try and prevent them from being stolen, albeit you may be permanently killed for doing so. In my opinion, the mugging process itself is completely fine. The issue presented about mugging 99% of the time is that people get upset and claim that mugging once or twice a week is "minging" and "mugging abuse", and get upset when they're caught not being careful in bad areas. Changing the clothing aspect of mugging to increase realism would be a good change to roleplay in my opinion. Stripping people naked in alleyways is pretty unrealistic when you're trying to sell their clothes.