The easiest way to improve D&D alignment is to toss it. I could write a whole essay on how Law and Chaos work together with Good and Evil to form a character's moral framework and how characters should treat alignment in the game, but the best way to deal with alignment is to junk it. Keep it for things like holy and anarchic weapons, but disregard it for everything else. Instead, I'd recommend having the players answer the following questions:
1. What are three things that your character believes are morally wrong? Why does he believe this?
2. What are three things that your character believes are morally right? Why does he believe this?
Based on the answers, you can probably formulate a guideline for alignment. If the player lists something like slavery as being wrong because "it just is," then you're probably dealing with a Chaotic Good character--he doesn't have an overarching code; he goes with what he feels about a situation. If the character says that slavery is good because "the weak should rule the strong," then you're probably dealing with Lawful Evil--he's evil, and he has a set moral framework.