I'm gonna disagree for the reasons previously mentioned. I've gone to great effort to explain my reasoning and you seem to have ignored many of my other posts...
Powerplay should become more integrated into general gameplay, but basing C&P zoning on it would render those zones worthless.
There should be a powerplay between law and chaos, and it should exist alongside the struggle of the major factions. Chaos should be undermining all powers. It should seek to weaken everyone. It shouldn't be a separate power. It should be the default state, seeking to return all space to its influence.
It shouldn't matter whose bubble you are in, if you navigate into the bad part of town, you should be faced with a greater risk. Pirates should move freely in insecure systems. Encroaching lawlessness threatens all lawful space. Order should be pushing chaos to the fringe systems.
A pirate shouldn't be forgiven of their piracy just because they are friends with the superpower. Perhaps if they are very good friends of the superpower, the cops could be persuaded to look aside, but a serious criminal shouldn't be wandering around any high security area with impunity.
Creating the gradient between law and chaos will allow for a more dynamic market. If you can ignore that gradient just by being in your home territory, then you will be unable to balance risk/reward. Elements like Black Markets become much more interesting if the ones that pay the most are the ones most dangerous to the type of people who would use them. Allowing faction pirates to use faction black markets in high security areas freely would make the risk insignificant, thus the reward could not be great. High security black markets should desire forbidden goods and low security markets should desire stolen goods.
Dangerous markets should be attractive places for confident truckers that are capable of handling themselves. Safe places shouldn't offer the same kinds of rewards. Making that safety/danger contingent on your political leaning would eliminate the risk if you are among friends, thus eliminating the possibility for great reward.
For greater rewards, you need greater risks. To make crime pay, you need to create an environment where crime is risky. A criminal should be able to make more money than an honest pilot, because simply being a criminal and surviving should be more difficult than being a law abiding citizen. Playing it safe and only flying in safe places should keep you safe, but it shouldn't be as profitable as taking risks. Small time crooks should still be possible, but it should still be more difficult than a small time law abiding citizen.
We've discussed this in previous threads. The game lacks a difficulty ramp. Using the C&P system to create a range of safe and dangerous places would introduce a much needed mechanic into the game. More difficult gameplay should offer greater rewards. Such a change would have an impact on all game modes and provide various difficulties for everyone.
Your PVP goal is tangent to this broader issue. I'm not just trying to punish bad PVP. I'm not trying to punish ANY PVP. It is a happy coincidence that the proposed change to the C&P system would make space safer in places and more dangerous in others, thus making PVP more rewarding for everyone involved (except gankers, who will be forced to work for their kills, thus making them legitimate PVPers). Creating a system where there is a reasonable expectation that "safe" players are playing in "safe" spaces will encourage risk averse players to venture into open and meet other "safe" players, and together they may find the courage to explore more dangerous spaces seeking greater rewards and they might meet "dangerous" players. Solo would not make those dangerous spaces any safer, it would offer "dangerous" NPCs instead of "dangerous" players. The risk and the reward would be there regardless of how you play, Open would offer the opportunity to cooperate with others to overcome that risk.