It does when it's been more recently contradicted. I know that you avidly pay attention to all of the media in the game so I don't need to supply sources. You already know where the contradictions are. Simply start using the most relevant information that's been given to you instead of the most convenient for your desires.
Specific points would be nice - no need for sources at this stage.
No, because individuals have larger personal resources. If you're contributing to a group, those resources are no longer yours. The group then chooses to return resources to attacked players because it is more profitable for the group as an entity to keep them engaged and playing the game than it is to let the individual absorb the blow.
Makes sense? Treat the player group as a separate entity that is choosing to invest in the player for an expected amount of future returns. And safety in numbers is already a part of ED. Even NPC's wing up for safety, doesn't matter if it's a pair of bloody Sidewinders flying with a T9.
Some individuals, maybe - however with numerical superiority and no fear of rebuy, I'd expect that access to a Guild Bank would be a nice buffer to have for players in a large group - and the larger the safer, for the group that is.
Risk is a part of the game. There is no reason to distinguish being ganked by a player and being ganked by an NPC, because both are equal elements of risk, thus there is no reason to say that the ability to avoid one type of ganking means that that is not a requirement.
There should be no distinguishing between the two. Risk is mandatory, doesn't matter what that risk in.
Indeed, risk is part of the game - and Frontier have provided it in all three game modes, controlled by their programming. Players provide a variable additional risk in the two multi-player game modes - not under Frontier's control, of course.
While there may be no reason to distinguish between attacks by players and NPCs the reasons for player attacks and NPC attacks may be very different - NPCs don't mine salt. Frontier knew before they pitched the game that not all players enjoy PvP - they chose to accommodate that player choice.
I'm not sure what part of the world you're from but "Treat the illness, not the symptom" is an anecdote that basically means "get to the root of the problem." I was pointing out that if you want to get to the root of the problem, which is a lack of cooperative play between players, you treat the illness by adding more cooperative features, not the symptom which is the forum whinging by adding Open PvE.
From a different perspective, the root of the problem is that there is a population cap on Private Groups that means that players who want to engage in PvE only and play among as many players as possible must compromise the desire for no PvP with the desire to play with as many players as possible - as the only game mode with an unlimited population is Open.
That's not to say that optional (as in confer no significant advantage that would leave players that chose not to participate at a significant disadvantage) co-operative features would not be welcome, as well as an Open-PvE mode, of course, not instead of - as co-operative features would probably be as welcomed by PvE players as PvP players (possibly for different reasons).