I agree with a lot of what you say but take a look at my previous posts in the thread regarding the modes/flags as the only thing I take issue is the "everyone has the same choice to play in open/solo/group". I only say this because the way the game is structured there is only one game, open is the main "mode" and the other modes are the "choice" to opt of of who you see in the game. They're not actually different modes but settings to the matchmaking server to determine who you see in game. This is the reason why they run all competitions in open because they must know that players can gain an advantage in a competition by limiting the amount of player interaction they encounter.
The problem isn't "everyone has the choice to play a different mode" but fd's lack of communication to how it works so everyone thinks they're playing a different "mode" when in reality it's just matchmaking pushing people in to different instances. The best example of this is the traffic report in a station where you see 100 T9's have passed through the system but you haven't actually seen a player in that system for the past 8 hours.
They've dropped the ball by not adding a pve mode/flag. I'm sure this was because they intended everyone to be in open and pvp being a rare occurrence but like many developers before them they didn't count on human nature.
They sold the game on being multimode but in reality it isn't. Adding a pve flag/mode is the best way of rectifying this.
All of the above doesn't negate anyone's way of playing either and isn't an argument for what the "best" mode is.
You are mixing design architecture with intent. It's easiest to create an environment with all of the available options, and select restrictions, than it is to build a separate environment for each combination. Designing the programming that way doesn't imply that the initial environment is more important or desirable than any of the other options. It's just the way they chose to establish the modes.