I think this rule falls into a wider, unfortunate category of penalizing teams for things that they (a) have little control over, and (b) occur during what I would describe as “normal” match play.
FRC is a (robot) contact sport. Robots are moving at high speed across the field, and interactions between them are expected. Over a decade ago, FRC started requiring bumpers, and while I wasn’t there for the change in 2008, I expect part of the reason they stuck around was to “force” teams to be less susceptible to damage. Even in the manual: “FIRST Robotics Competition can be a full-contact competition and may include rigorous game play. While this rule aims to limit severe damage to ROBOTS, teams should design their ROBOTS to be robust.”
This year’s game encourages robots to speed, as fast as possible, from the loading zone back to their community. Once the pieces on the field are exhausted, it is your only opportunity to get more pieces, and attempt to score them via the game’s main point-earning opportunity. The mirrored field layout even explicitly creates a cross-point at the mid-field where robot interactions will occur.
There is a reason in sports there are “no-calls” or in F1 there are “racing incidents”. Certain behaviors are expected in normal match play, and sometimes those behaviors lead to bad things happening. You can take steps to avoid those bad things happening to you, but it is unfair to directly penalize them because doing so breaks the thesis of the game itself.
FIRST (rightly) sets out to reduce the chance of “feel bad” moments in games. Having your robot disabled by tipping or damage feel bad, obviously. But receiving a penalty for doing the actions that the game structure incentivizes you to do also feels bad. Robots must speed quickly across the field. Robots must extend outside their frame perimeter near other robots. It’s the core of the game.
Most of the time, hitting another robot while driving is fine, and teams push each other around all the time. Most of the time, briefly tapping another robot inside their frame perimeter while you try to get a game piece near them is fine, and teams often do this with nothing more than a small penalty, if the refs even see it. Truthfully, you can’t back off in under a second if your opponent starts tipping. You can’t carefully miss some wiring on the low, outside superstructure of someone else’s robot. It’s just random chance if the tip actually happens or if damage is actually caused. Making penalties for things that rarely happen during normal play doesn’t protect other teams from more serious harm, it just makes the game (hyperbolically) penalty roulette for the team that unintentionally caused it.
Assessing intent realistically seems like the only option, and Jon’s comments above seem like great additions to the rules. FIRST has tried to move away from intent-based rules in the past because it leaves room for referee interpretation, and every referee interprets differently. While a noble goal, I think there is a reason that every major sporting event with physical interaction of players still has rules which involve assessing intent: it’s the only way you can do it. The solution isn’t more concrete rules, it’s better guidelines and training.