During my time on the Security Council I have voted for some aid request, and against others. The criteria that I use has basically three components.
1) NEED vs. WANT - A player that has gotten to the point of being in NEED of aid, through little or no fault of their own, disaster or such, is very different from the player that just WANTS. Generally, it has been my experience that the wanting player has already blown through whatever resources at their disposal on programs that do not foster a stable growing economy, and/or threaten those players around them. Additional funds would only reward poor, unwanted, or unwise behavior. Whereas a player in NEED, who is trying to build an empire, or even just a country that will prosper over the long haul is one that I am much more incline to assist.
2)Age of Country/Empire - An Experienced player should/will have the knowledge to work through a disaster. A relative new player may not know how , or have had the time to build the reserves to weather a crisis.They may say "the hell with this" and leave the game when they are not in as bad shape as it might appear. Here, aid (along with some mentoring) can be very useful to them.
3)Tranparency - Financial, Defensive, and Offensive Indexes need to be open for inspection. This allows a more detailed look at the conditions, and priorities of the country/empire that caused them to arrive at the point where they felt the need to request aid. If you come "hat in hand" you should be prepared to justify your request.
I realize that I come to the table with some preconceived ideas of how the game should be played, and that others will disagree with some or all of those ideas. These ideas have been developed over the 200 game years that I have been in Simcountry. I respect differing approaches to the game. I don't except everyone who seeks aid to run their countries the way I do. But I do except a certain level of conduct. One that fosters a growing (both in terms of economic strength, and respect in the wider community) country/empire.