And then everything is reduced to two unending tasks that never vary in any way. The BGS is well suited to time stretched pan modal conflicts because you have the entire game to achieve your goals with. You can do what you like, because it all counts. Powerplay? Only hauling two cargoes or shooting matters. Over and over, with no opposition from NPCs once you finish your farming. PvP interference opens up tactical play, but having modes shuts that avenue down- while players can be inventive, NPCs simply can't match that.
The modes are not equal- with one full of lethal ships while the others not. I read you did PvP once, I'll let you work out which mode contains which.
Or not. That's life. I don;t see PvP as a solution to anything. It's just another activity you can choose to engage in. Nothing more. From where I sit, PP is designed pretty much exactly like the BGS. Different tasks, same old buckets. Until you get to the added trappings as you pledge. Then it goes right back to filling buckets. PP as THE PvP solution was an afterthought added way way after it received it's buckets.
Your access to the modes is perfectly equal to any other player's access. Choose the one you feel the most inclined to use. I don;t care. I promise.