actually a prerequisite for winning to be fun.
Says who? I don't think the many powerplayers hauling in solo would do so if it weren't an enjoyable activity. That's a very broad statement to make based only on your personal experience.
You want to win on your own maybe?
Don't you? After all, you're talking about one side having defenders and haulers, while the other side functionally just has defenders.
If both sides were equal, and one side needed to haul, while the other side needed to pirate, and both needed to be defended by the dedicated combat players, then that might qualify as fair. But it's silly to look down on someone just because they want a fair gameplay experience. And in fact, creating an unfair gameplay experience is a great way to end up with nobody to play against.
But there should be a place for emergent, organic PvP in the mix, otherwise you lose a lot of the current and potential base.
Why? There's not really any of that
now. Almost the entirety of current 'organic' pvp is consensual and artificially sustained purely by the playerbase, so I really don't see how anything could change it.
In a "grown-up" competitive team-game feature, that seems out of place.
It's foolish to be so derisive of players who simply have different preferred playstyles from you. Heck, in reality, the 'shoot-em-up' style of games is generally seen as much more childish, while older, more mature players tend towards a more thoughtful and strategic style of gameplay.
The fact is this; everyone has their own desired style of play, and for many players that does not include direct pvp interaction. In fact, I'd wager that the vast majority feels that way, because only a small percentage of the playerbase can be among the best at pvp, and the current system heavily biases towards the top 5% of players.
But to claim that the system can
only work when pvp is the central lynchpin is complete nonsense. Competition can be done in many ways, and actively killing the other player is just one of them.
At the same time, I'm not just talking about those players. I'm talking as much about people who are happy to be blown up in one context but a "win at all costs" mentality short-circuits that for them in Powerplay, or at least they too easily give up and switch modes to the detriment of the feature's attractiveness to players looking for something they can't get elsewhere (boring hauling in solo). That some organised power groups are open-only and random newcomers accept that when they arrive indicates that it's a cultural thing. Actually no-one enjoys being blown up, but strangely, without knowing that it can happen we wouldn't have much of a combat game in whatever mode.
This, at least, I can somewhat agree with. And I think the fundamental problem here is that, once again, there's no reason for players to participate on the losing side of any pvp engagement.
As I've tried to say many times, any system that wants broad-spectrum participation from more than just the top 5% of players needs to create an environment where those less-skilled players can participate without actively feeling harmful to both themselves and their own side.
On the personal level, it's exactly like other games like Age of Empires or Overwatch; if you find yourself matched up against another player who is dramatically more skilled than you, the entire game feels pointless and not worth doing, because you never had a chance of success from the start. This is why games have such a huge problem of players quitting immediately if, to use Overwatch as an example, you lose the first point to their first push. And that's in a game that does a very good job of ensuring players go up against relatively even opponents!
Elite does none of that, so a player can feel like they're constantly being effortlessly murdered by someone who may as well be infinitely better at the game than them. At that point, there's no point in participating, because you're not gaining anything, you're not learning anything, you're just dying repeatedly for the enemy team's enjoyment.
And the fact there's a team level beyond that only serves to make it even worse; not only are
you losing, you're also helping your
team lose.
At that point there's absolutely zero reason to continue to participate.
That is why I think any sort of move towards open-only would be doomed to inevitable failure. In a game with absolutely no ELO or skill-based matchmaking, the natural result of unrestricted pvp on a massive scale is that only the most skilled and dedicated players will keep playing, and powerplay stays dead.