I DO agree about the false dichotomy.
PVP requires a heavy PVE investment.
In years of observing games I've noticed that this is where much of the understanding/game design falls apart.
When everyone is new to a game (or when the game first launches) there are no highly skilled, pimped out PKS running around blowing things up. Everyone is starting out on a level playing field. However, six months later being new to the game can be an entirely different thing as now the game has bored, highly skilled, wealthy players hunting in the very same starter zones that those vets were in just a few months before. I've yet to see a game handle this sort of interaction (open pvp in a game with significant progression) in a seamless way. The current solution, that being solo/group play, is a good option but somehow less satisfying than the mythical, heretofore undiscovered, solution to this problem.