If you feel like someone is eschewing RP to play to win, that breaks the required RP rule. Put in a player complaint about them.
My take on this from Jingo's posts is that he generally feels like he's supposed to be mostly safe from other players because he's playing his. I think the above statement has some misconceptions around it that playing a driven, ruthless character means that the player themself thinks they can win the game.
I think that undermines the setting of the game far more than a character who inflicts paranoia about death ever does. Once upon a time, there was not a virtual swarm of approvals and checkups and demands for information around every character-on-character conflict that ended in death. Once upon a time, 'It was purely opportunity. I wanted his gloves and coins.' was not an indicator of 'playing to win', it was actually fitting into the setting of 'No one gives a shit about anyone but themselves.' My personal feeling is that this has gone away based off of ooc assumptions of how the character's -player- thought of the game rather than where the character fit into the world, mostly driven by that stomach-curdling feeling of character death or the frustration of having key elements of other people's stories removed. I don't think staff is free of this same frustration, when they're trying to line things up and find out that this -one- overheard conversation over here just derailed the entire thing and made an enemy they hadn't anticipated.
Jingo, I applaud you for playing characters with weaknesses. But I think you're cutting a lot of people short in doing the same thing (most players build weaknesses of some sort into their characters, and promptly make it a driving part of their character). And I think the expectation that weaknesses won't be exploited by enemies, known and unknown, is the downfall of your enjoyment, rather than the reason your characters should be entitled to live longer because they have weaknesses. If I had a fit whenever someone killed me for playing my character or doing their job, there's no way I could enjoy anything in this game.
Play the game, but also play the setting. Cuddle puddles and insistence on mutual agreement to not end each other makes every conflict-based interaction in the game, on the average, shallow (there are exceptions). It can be played out for a long time. It can also be ended quickly. There is no requirement, anywhere, for either approach to dominate, and asserting that players are obligated to leave you alone because you play well, or that every action taken against you has been this thing that makes them a terrible player, is a more destructive attitude to project onto the game than a player who has a different idea of how to overcome conflict against their character than you.