Interdiction is a part of the game now. You have SCO, you have fast boot. You have well established ways to escape on top of being able to choose how, when and what with you engage in game. To not include it is to cut away large chunks of the game and what you have to do.Interdiction wouldn't have to be involved. There's no rule that says it has to be. If anything, the general mediocrity of interdiction would push me to be more inclined to not have it involved at all.
Hauling is easy, by definition. That's basically one of the defining characteristics of the activity. If you don't want that, you basically don't want haulers to participate at all. You want pvpers to do hauling, which is completely different.
My ideal power play has a place and a time for all types of players, making them equal. Haulers can haul all day long if they want. If the combat players want to outcompete them, they would simply need to invest more time into combat. They cannot and should not be able to stop them from hauling via combat - and that includes via npc intervention.
The biggest problem of Power Play One is that hauling is the only activity. People should be able to do whatever they want, including pvp, and have that effort count.
But I see no compelling reason why players who just want to do hauling or mining should also be compelled to do PVP. Historically speaking, PVP(and, shall we say, combat as a whole) has been the least important aspect of power play. It certainly should not stay so completely irrelevant, but it also should not become the sole determining Factor of whether or not a power is Victorious. And that is exactly what your proposals would achieve.
Powerplay is meant to be a competitive activity, not a combat specific activity. I am willing to offer quite a bit to make it more enjoyable to players like you, but not so far as to make it unenjoyable to myself. And that's exactly what your proposals would accomplish.
Any proposal that entails requiring players to play in a way they don't enjoy is dead in the water, as far as I'm concerned.
You make the mistake of thinking this hauling is in isolation. Outside of PP hauling is easy- its an unguided activity often for small rewards. Inside PP its different it how powers stay solvent- therefore it needs to be under pressure for powers to have weaknesses. V2 has this as well, and must be vulnerable to players and NPCs.
Powerplay acts as a wrapper to all activities inside it- its a competition between 11 powers for dominance. Combat has always formed a large proportion of that- all powers UM by combat as an example.