Were FD to create a hub as I've laid out, the majority of 'murderhobos' would migrate there. They'd still head to CG's when they were combat oriented or interesting in the slightest, but the inbetween would certainly be at this hub. Those that are easily discouraged after a loss would likely return to picking off keelbacks at CGs, but they are not the majority. The dynamic I would predict would initially be prearranged fights. SDC, RNG, AA, RSM, NMDS, RoA, 51th, and the horde wings and individuals at GCI would likely spearhead this - I would assume an initial population of 150. And after the initial 4v4 to 20v20's got some momentum in a dedicated ingame hub with natural features to enhance combat, the larger RP style pvp'ers a la LL or ze germans et al would likely join the fray and it would migrate from prearranged to a steady game of dominating the instance between the two stations. PVP'ers and their wings would camp out the asteroid fields and engage in assaults where sides would naturally migrate to one station or the other. It would almost certainly devolve into one sided dominance as the community is fairly tight and might team up at times, but outsiders would be drawn into the communication chains available through discord, and just as it occurs at CGs, the pvp community would acknowledge the onesidedness of any situation and organize the largest available XvX they could. Minigames would present themselves, just as they have for years now with organizations like GCI coordinating events: capture the flag style events, protect the trade ship, king of the instance, thunderdomes, etc. But it'd be in a veritable playground with that many natural features to hide or engage in. And again, you can't reduce this to a 'well if you want a playground use cqc'. CQC does not evolve with the game and it was designed to be a limited representation of the available game assets. Game over, cqc is dead. I don't know how many brain cells are needed to comprehend this.
Bottom line is, I've coordinated hundreds of wingfights that you say pvp'ers don't really like. I can direct you to the footage. I know exactly what I am talking about. I've coordinated these events and thought about the competitive mechanics to the point of having refs at a canyon lip using force shell to keep people in the challenging constraints of the natural terrain features. We know how to make things fair and fun and there is a substantial community that engages in prearranged fair and competitive fights. So yes, there is a population that would not only utilize an idea like this, but they would enhance the game and foster a larger community were the environment setup correctly. As it is, the 'hub' becomes CGs, and they're usually really lacking in one significant way: we are forced to poke around the system to find something outside open space. Sometimes there are rings to work with, sometimes decent canyons. But there's no intuitive 'everyone goes here' outside what we can communicate to each other over discord. And it changes every week. And so we show up, try to find something to pitch at everyone, and then have to start asking around for people to log in, or stop their grinding, get their 40 minute transfer done, meet up at whatever coordinates, and hopefully we can get enough people logged on at the right time for a 4v4. So it just devolves quickly into the same old routine with no natural gravity attracting this subgroup of players. It takes a lot of work just to try and contrive something each session, and people burn out. The fact that I have to explain how a natural hub enhances gameplay is frankly surprising.
2 stations. Perma-anarchy. Very wide asteroid field between them, whatever the engine can handle. Throw a couple planets in the system with terrain features, decent canyons is enough. This will create a hub. It will enhance the quality of pvp in this game. It will reduce the number of bored people looking for fights at CGs. Sure, it won't eliminate the lowest rung of hobo - but it definitely will change that landscape for the better.