In the context of completely free-for-all open play, your suggestion - or at least the spirit of your suggestion - would contribute to pull an already great, fundamental imbalance in the wrong direction.
PVPers in general need other players and a way to compete against them to be satisfied in a game. Other players prefer socializing in a more cooperative manner and don't feel the need to kill human players one bit. Others still don't even care to socialize at all, preferring to hunt for all achievements or simply play along a made-up narrative of their own.
What many players fail to understand (not just in the PVP community, mind you, the problem seems to affect everyone equally) is that you can't make a game as vast as FD, that offers itself to so many playstyles and calls to so many different player types as ED, and not cater to all the available playstyles. And here's where things go downhill :
The "Killers", those who need to negatively compete (By negatively I mean to destroy them in some manner) with others, since it's their main drive to play, will end up having globally more combat experience than the other player types. Inasmuch as equipment can be customized, theirs will be precisely tuned to better counter and vanquish other players, while the achievers/socializers/explorers will be neither as skilled nor as well-equipped to actually do PVP. In most cases, a serious PVPer who engages someone "against their will", or without asking first, does so against someone of lower skill with worse equipment. PVPers don't necessarily always see things that way, but their preys - believe me - their preys always know what's coming for them.
To the fact that players of other types will pretty much always be at a disadvantage versus PVPers, which implies they will mostly fail in pushing them back, comes with another, worse drawback : PVP is downleveling. Before the threat of violence, a peaceful individual can become either violent or extinct.
An explorer who meets a PVPer cannot force the PVPer to come with him and explore.
An achiever who meets a PVPer cannot force the PVPer to grind imperial rank with him.
A trader who meets a PVPer dosen't get to force the PVPer to grab a T-9 and ferry slaves from Marrallang to Jumuzgo.
A group of socializers who encounter a FDL gank squad while they are steamrolling a HazRes or something - cannot force the PVPers to join them.
But in every one of those cases, the PVPers get to systematically impose their own way of playing upon everyone - either by outright killing players who'd ignore them, or by forcing them to defend themselves - which is exactly where the PVPers start having real fun.
It is exactly this (known and well-documented) logical loophole of open game worlds that pushes so many people doing CGs or the Ram Tah exploration missions to solo mode. All playstyles aren't protected in the same way and cannot all have the space they need. Most online games - and especially the most successful ones - choose to fix the problem entirely by putting the Killers in a box, away from everyone not interested, and it works marvellously well ; non-compulsory/toggleable PVP simply allows all the people who aren't interested in competition to come out and socialize.
This is not an issue of "people don't want to Git Gud so they can't see how fun it is - if they did try, they'd love it!". It is an issue of "Those people do not like PVP at all, and to force them is to force them into a form of play they don't like", which is very bad for the game as a whole because it breeds resentment among different player groups. It's a cruel twist of fate indeed that Achievers and explorers and traders and the like should be a necessary part of the PVPers' gameplay, but that PVPers are in no way a necessary part of anyone else's playstyle...
And considering the previous statements, and that the only legal way for those whose playstyles are being trodden upon is to wait 15 seconds while praying they don't get blown up, I'd say that to the contrary, PVPers are getting a pretty sweet deal right now, and are wrong to ask for everyone else to be even more constrained.