I believe you are being overly dramatic and making too many assumptions - I do not object to "universally applicable" improvements that does not breach the "all modes are equal" ethos, but I strongly object to restricting ANY existing PvE gameplay to Open or biasing of it for Open. Similarly, if any Open specific mechanics were added without removing existing options they should not have ANY impact on gameplay for those that do not choose to participate regardless of mode choice.
^^^
This.
The problems with Powerplay are systemic, not mode related.
Mode mobility, if anything, encourages
more players to play in Open, both in Powerplay and in the main game, than
forcing players to choose between a PvP environment and a PvE environment. People don't like playing with jerks, and PvP gives jerks a disproportionately viable (not to mention visible) platform with which to
be jerks. As jerk-like behavior increases, player retention decreases
rapidly. This has been a well known phenomenon for over
forty years. Enforcing harsh penalties on adversarial behavior doesn't slow it down. Jerks are willing to endure "hardship" if it means ruining someone else's game. What slows it down is gating PvP behind a software wall, so that it can't effect
most players.
It turns out that something else
also slows it down: allowing players, on a session by session basis, to choose
who they want to play with. Those
most sensitive to jerk-like behavior will choose other modes, leaving a player base in Open which either tolerates jerk-like behavior, or views jerks as
their content. The jerks don't like this. They want
others to be their content. They don't want to
be the content of others. So they go find something
else to do.
An equilibrium is reached that results in a
much larger cohort of players willing to play in an open-PvP environment than a hard-coded barrier would allow. Some will stay to test their skills, when normally they'd turn PvP-off. Others will stay because it tests their "courage." Yet others may tell themselves, "I can always go to Solo/PG if it gets bad enough," and find it never
does get bad enough.
We don't
need to run this experiment again. It was run during the first months of Powerplay, when the player base, eager for new content, flocked to Powerplay. The results were that players left Open in droves. If some are to believed,
most Power Players don't play in Open, which is the exact
opposite of the player base in general. Personally, I believe that the perception that "everyone's hiding in solo" is because the Power Player base is too small, and thus too diffuse, to interact with each other in Open except under certain rare conditions like combat expansions.
Either way, running this experiment again won't produce
different results. It'll produce the exact
same results, only instead of players leaving for other modes, they'll quit Powerplay entirely. Encourage players to play in Open by introducing
new Open only features for Powerplay, rather than gating an
existing feature behind a PvP-wall, or bribing players into Open by rewarding hypothetical risk. If botting or AFK play is a problem,
fix the actual problem.