I've been able to enjoy well over 4,000 hours of PvP gameplay in Elite: Dangerous up until this point. I can assure you, I did not buy the wrong game.
Yes, you sure have a point, and as said above I have sympathies for your view. I just disagree with the statement that the Engineers destroyed competitive PvP becaue in my opinion it never existed in the first place.
Regardless of how much redesign they might require, would you be willing to share some of your ideas?
The biggest problem for PvP is the uneven playing field in my opinion. It's true that 2.1 made it more uneven, but the general problem always existed. So the first step should be to create a fair environment, which of course needs some rules and restrictions. It's worth noting that I don't talk about unconsensual PvP like piracy, this should be regulated by system security. I would start with changing the way conflicts work and add naval careers. Systems in war state would become the hotspots for PvP and all players interested in competitive PvP could gather there.
- before participating in a conflict you'll need to sign up for a faction at their station
- you'll gain naval ranks in the faction depending on your performance
- the faction will give you access to naval ships, they are restricted to your naval rank so a low ranked player only has access to small ships like the Eagle and you'll get bigger ships when you advance in their ranks
- maybe allow some different loadouts for different playstyles
- you are no longer allowed to bring your own (civilian) ship to war zones, use the ship your faction gives you
- war already starts in SC, encounters on your way to a war zone influence the outcome
- if you are in your naval ship you don't get wanted for attacking opposing ships, the battle would still be reported though, so expect reinforcements for both sides (this could lead to emergent battles outside of war zones)
That should pretty much adresses the competitive combat part, it adds an even playing field because you are just allowed to bring naval vessels to the conflict.
You could add some mechanics for players who are not only interested in combat, like hauling war supplies (battle weapons, medicines, etc) or black ops (infiltrating enemy bases, spy on convoys and checkpoints) which would influence the outcome and reinforcements during the war.