I think you've lost a very important distinction between players "who reject other players being able to influence their game" and players who prefer to have other players influence their game in a cooperative sense. I think that there are a great number of people who play in Mobius in order to have the cooperative influence and they love that people in open are also influencing their systems. Those same people might not want someone to influence their game in a negative way (you have to read that as what they deem as negative). Please at least know that there are many people that love player influence with the exception of PK'ing.
I disagree. In a competitive game like Elite, player action is, by it's nature, competitive. The difference is degree of abstraction placed between the two competing people.
Here's an example of that. Lets say both of us are playing PvE style in Mobius. We've both found a great trade route. You are in a faster ship than me, that's able to carry more cargo. You manage to make to make the trade run twice, in the time it takes me to make one. In doing so, you've driven the cost of the commodity I was after down.
In that example, we've engaged in a form of (albeit indirect) PvP. It's entirely possible that your trading set me back just as far as a pirate attack would have. The difference, abstraction of the sim between us. I would have suffered the exact same loss had you flown up in a ship, interdicted me, and blasted me to atoms.
In a way, you're drawing a false line in the sand, when you claim that "ship blowing up" PvP is different than any other sort of competition. It's not. One ship blowing up another is the most direct form of player interference in game. Even in a purely "PvE" world like the Mobius example, there is still plenty of competition going on. It's simply a lot less efficient. I could "cost" you the same amount of trade income, just by getting me and some buddies to occupy all the dock spots in the station you want to dock at. I could do it by flying like a loon around the mailslot, forcing you to take more time to get docked to trade. If I were rich, I could just sit in dock, and buy/trash whatever commodity you wanted, screwing with the prices.
You have to be careful when you mess with interconnected things like this. In-game "punishments" really can't be used as a way to discourage player activity, because after a certain point, people are just going to say "screw it" to the punishments and do what they like. Happened in Eve, when the devs there tried to discourage the ganking of miners by piling on in-game punishments. After enough of it, a subset of players just said "You know, screw it, I don't CARE about the in-game repercussions, I'm just going to go blow up miners." The same thing could happen here in Elite. Fines, bounties and those sorts of things should be used as a way to generate new and interesting forms of player interaction, not as a punishment to prod people into not performing an activity.