That's a very peculiar philosophy. Poor or no actions should very much be punished; that's the whole point of games. I think what you meant to say was, if I am punished for not taking a certain action, I should be rewarded if I do take that action. Repair punished you for not doing it (your damage dipped below base), but did not reward you if you did (it only undid the punishment).
Actually when it comes to quests and affecting the game world, it would be interesting to see a game where you are "punished" - and this isn't really the right word for it - for *not* taking action. For example, you are always given quests to do, with no time limit to do them. In Daggerfall, there were normally quest timers. You could fail quests if you didn't complete them in a set amount of time and your faction standing could lower or whatever.
It wouldn't necessarily have to be a "punishment", per se, but just
some consequence that hinges on your action or inaction, etc.
What about something like this: Say in Morrowind, if you didn't take up the main quest and complete it in some reasonable amount of time, then some other sap becomes the Nerevarine (Saint Jiub the mighty?) and either saves the day or fails and leaves the task open for you (random chance of either) or even worse, botches it so badly that a bad outcome happens (blight spreads, people die, etc.). I dunno - I guess some people would hate this if they really like the easy-going sandbox style play, but I think it would be interesting.
Sometimes, I think it would be fun to run into another adventurer (npc) on another or the same mission as you "What Mjoll sent you after her weapon, too? Well I'm gonna get it first!" Responses: "Ok, be my guest", "Milkdrinkers first!", "How about we team up and split the reward?", "
Not if I kill you, first!!!"Just some random thoughts.