You've described why the game isn't true permadeath; GCL (rooms, CPU), code, and credits come with you during respawn.
If I respawn it takes much less time to get back to RCL8 because I can aggressively grab rooms and remote mine. Once hitting RCL6 I can start buying/using boosts with banked credits, etc. I use (as Artem says) private server to test early game code.
However, Artem/etc; I still want to push that the more active of a player I am, the more people unsubscribe. Private servers are a fundamental tool for this game, but having my foot in the game world as "production" to push to was most of why I stuck with it early on (when "PS" was just "the room sim").
The best thing for me to do on respawn is to find a green zone and own it, which sucks for everyone else spawning in there. They might give up.
Most of my neighbors expect me to kill them (which is true).
If you're not copying code (OCS/tooangel/etc) it can take months of casual play to implement enough features to compete, even with the private server.
Given GCL and credits surviving death Artem has clearly had ease of respawn in mind, and it is _really_ close to being good enough. Just want to push the point that it's not quite there yet, and that having safer places for simpler codebases while still getting the social aspect is a good thing.