Pragmatically, the problems with crime paying garbage, piracy being pointless, and ganking being endemic, all tie back to the same problem.
System security is a joke.
It's comically easy to smuggle illegal goods into Sol, or to murder someone in Achenar and get away with it with zero consequences. And if these things are easy, they shouldn't pay well, so crime sucks. If crime sucks, then criminally-oriented players have nothing better to do than blow up rando's. The inverse is also true; there's no point in low-sec or anarchy, because it's no more dangerous than High-Sec for law-abiding players, so naturally, there's no reward for going there.
The first thing they need to do is dramatically increase risk, across the board. If you're a criminal in high-sec, you should be RUNNING. If you're a trader in low-sec or anarchy, you should be RUNNING. For your LIFE.
Then, they need to dramatically buff the rewards to compensate. If I manage to smuggle drugs into Sol Station, I should make a bloody MINT. But to achieve that I should need to make it past not just the 7.5km no-fire zone, but also at least two checkpoints where they'll scan me for illegal goods and such. On the anarchy side, if I can manage to sell them something simple, like Food Canisters, I should expect to make a MINT. But before I can get anywhere close to there, I should fully expect to get interdicted half a dozen times if I'm not allied with the Hutts or whatever the local faction happens to be. Taking a T9, undefended, into an anarchy should be suicide, unless I've got backup.
Now, we've got a scenario where players know EXACTLY where they're safe, and where they're not, yet are encouraged to go to the unsafe places, anyway. Pirates and gankers can happily sit in the anarchies near the core worlds, knowing that eager players will be trying to make that sweet sweet moolah, and will come to them, not the other way around.
Pow. Ganking isn't an issue anymore. Why? Because it was never getting killed that was the problem, it was getting killed where you never expected that to be a possibility. It was getting killed in a high-sec system. But if these changes happen, if you get killed in a low-sec system where you KNOW you're in danger, you go on the forums and say "waaah, some guy killed me!" and they reply, "Doy, you were in a low-sec system, what did you expect," it just makes the game more enjoyable, not less. Open becomes dramatically more open, because it doesn't matter what mode you're in, low-sec is dangerous either way, and high-sec is safe either way.
Pow. I've fixed ganking. Payments acceptable in bitcoin or gold bullion.