Partitioned gameplay is the exact opposite of organic PvP, which is the sort of PvP that should suit this kind of game perfectly.
There are oodles of games with pvp designated servers that are pvp all the time. These games also offer pve servers as well. I play on both in those games. "Organic" pvp on pvp designated servers happens all the time. It does not happen on PVE servers at all, unless pve server players go to designated zones/instances or use flagged dueling.
If you mean "organic" pvp is pvp players get to attack pve players without restriction, I think we have a mismatch in our understanding of the historical treatment of pvp and pve partitioning in mmos.
FDEV built a busted system that did not include effective partitioning and did not included robust enough instancing to allow for community policing. As a weak afterthought bandaide, we have blocking. You and I have chatted about this before. I think we know our positions. You want the universe dangerous for everyone all the time. I think that is completely valid.
Some want a univese that makes sense within the limitations of the game's structures of p2p, slow ineffective policing, small instance sizes, combat logging, snare and cripple mechanics without counters, burst dps, assymmetry in skill etc. etc. In other words, a recognition that this is a game and people have different expectations of what the game can and should deliver.
The block mechanic is a crappy tool to create a pve game universe and preserve social interaction. I think it is bad design, I feel bad when I use it to achieve open pve when I desire that type of game play. It places the onus on the player to modify the game to a state that should be a core offering consistent with the history in the genre.
This is old news. I just feel particularly gross these days feeling that I can "smell" a ganker from 5000 ls. That isn't cool. It diminishes the quality and possibility of positive social interaction.