I just explained the problem in V1 (and possibly V2) in painstaking detail.
You did explain what you
believe to be the problem, sure.
I just disagree with your analysis. You over-value pvp dramatically, and give it the benefit of the doubt when it isn't due, despite no evidence that your views would actually achieve their desired goals.
I disagree both on both a practical, technical, and broader level. On the practical level, I don't think there's any strong evidence - based on any real data - that pvp would improve the situation of powerplay. On a technical level, I am highly dubious of the ability to implement the degree of 'npc opposition' you desire; it will never be as stifling as pvp can be, so it really won't resolve even the claimed problems you highlight. On a broader level, I think that there's no compelling reason to make pvp the dominant factor in powerplay in the first place. Pvp is, after all, a fairly niche activity.
Given that the average Elite player is far more into PVE and solo hauling, it makes the most sense that THAT be the dominant factor in the game. Some people find that boring, but they're a small but vocal minority.
Since, again, you have no actual evidence to support your claim that pvp will fix the problems of powerplay, this is at best a philosophical dispute, one that I will always disagree with you on. So perhaps we could just leave it at that.
Anyway, moving on.
So imagine how excited people are having one hundred mini CGs of hauling each week
I certainly would be. I've been participating in the Thargoid War, after all.
The biggest thing it would do, however, is couch what I'm going to be doing anyway in a narrative. I like mining, for example, but have little reason to ever do it at the moment. But if I could mine and make some credits, or fill my carrier with tritium, AND support my Power? Suddenly that's an entirely new and stronger incentive to just play the game. The key being valuing general effort and gameplay.
Of course, the key is making sure player effort mostly goes to counteracting OTHER player effort, not just making most of it vanish into the void fighting the game itself. But that's a design decision and has nothing to do with pvp or whatever.
NPCs lower efficency of whatever you are doing.
Incorrect.
Well, okay, the one hyperdiction I got last night while jumping into the Titan system did reduce my efficiency by approximately half a percent. But given the average impact is going to be so small as to be negligible, I'm gonna stick with incorrect.
Your fundamental flaw, I think, is assuming that PP2.0 is going to be basically exactly like PP1.0. I see no evidence to support that being the case. It looks to me like they're dramatically re-evaluating all aspects of it, allowing a much broader spread of activities to matter, fixing upkeep problems and 5C, and basically generally improving it in every way.
Even if your proposals were valid for PP1(which is doubtful, but we'll set that aside), there's no compelling evidence that they would be valid for PP2, if for no other reason than you really have no idea how it's going to work, so even the assumptions you make that ARE currently correct, may not be.
Honestly, I think probably the best thing to do would be wait until PP2.0 comes out, analyze it then, and THEN get back on the campaign horse. Anything else will be uninformed at best.