It shouldn't be just L&L vs C&D, though, because that wouldn't work for lower level players trying to bring a higher level player to justice. The heart of my suggestion is the number of different scents.
I think this can create an interesting game of cat and mouse. The thief would need need to guesstimate from the development level of a base how high it's owner's L&L is, and by that decide how many scents he can safely leave. Of course, the victim might hire a more developed ranger, so it's best to err well on the safe side and steal just the couple of most valuable items from any one base and instead hit many different bases. The ranger would then have to "build a case" against the thief, ie collect evidence from multiple crime scenes. Basically, the ranger's job would be to figure out the crime pattern, and the thief's job would be to make the pattern convoluted. This would foster cooperation between rangers, because exchanging evidence would be the most effective way to get enough to summon a thief. Of course, there's the other side of the medal, and if a ranger is a bit overzealous a criminal organization could gather enough evidence on him to summon him. So in practice if you're a small time thief it'd be unlikely to have a top level ranger come after you.
There's an obvious problem with this system: what if you want to totally destroy a base, which would leave a ton of scents at one place? I think waste claims could be well repurposed here. Simply have them allow criminal acts without leaving any scents. Waste claiming someone would basically be declaration of war, and the victor never gets tried for war crimes IRL

Anyway, I think that such a powerful ability shouldn't be used for trivial purposes, so I think the cost of the waste claim should be significantly increased as well as having each crime it negates drain upkeep.