I don't understand why people like you are soo against MMOs. "Is not thankfully following that philosophy". Why? Do you not see how it will affect pirating and bounty hunting. Who knows what it will effect in the future. All of this seems to be in favour of the solo trader or the solo grinder. Without the option to commit piracy against these players there will be no reason to pirate unless against NPCs and that's just boring and then leading on to bounty hunters who will end up just hunting NPCs (like I said it should really be players with the highest bounty). All this will be affected for what I currently see as a safe way to trade for the selfish bunch of traders who don't want a change of system.
I think a lot of people aren't so much against MMOs as just jaded by them. They haven't really changed much since the late 90s and have gone backwards in a lot of ways. Hype, on the other hand, has come on immensely.
Regarding your worries about lack of PvP action, general "in the wild" piracy and bounty hunting is likely to be mainly against NPCs simply because players will be scattered across so much space. So I totally get where you're coming from, on both the hunting NPCs thing and the group switching reducing targets.
But it won't all be "in the wild" stuff. In the Design Discussion Archive (which I'd recommend you and everyone else read), there's an lot about how missions, mission-giving NPCs and events work and how they're generated. Unlike the missions we've got now which are just randomly thrown together placeholders (culled from Frontier:Elite II by the look of it), the final iteration of the missions system will generate missions dynamically based on things that are going on in the system and region, and on the goals of the various tier NPCs.
FD have always said they want to bring players together in the game, and the missions and events will help to do that. There'll be missions that send players directly at other players to prevent them from completing their missions. There'll be large scale events that bring conflicting player interests to the fore and focus them on one or more key star systems.
It's easy for us older backers to forget that newcomers aren't as familiar with this stuff as we are, and it's always far too easy to get defensive on internet forums. It's also hard to point you guys to this stuff because some of it's in the DDA, and some was said in interviews on in dev diaries.
So much of the outrage is based on the beta experience and comparing to previous games, but this is an actual beta of a game in development, rather than one of the modern MMO betas which is just part of the marketing strategy. And comparing the beta to other games is pointless too because the end product isn't going to be like other games. It's actually moving things forward as they should've been for the last decade or so.
ED will be a sandbox, but it will also have a dynamic, reactive theme park element too that's driven by player actions via the background simulation. Unlike EvE's dead gameworld which only comes alive because of what players do, ED's has it's own life that interacts with players and changes based on what they do.
I know this sounds unlikely to anyone who's been absorbed by the games of recent years, but it's really nothing new. The theory and concepts have been around since the late 80s/early 90s. Think of it as the love child of Civ's AI and L4Ds AI Director on a galactic scale.
Now think of the possibilities. This is why a few thousand of us stumped up £2,000,000 to get this thing made.