Powerplay has so many moving parts you have to think though
Your ideas are cool, but IMO are the wrong way round. Any changes have to be from the ground up and from the haulers perspective like missions in the BGS.
I proposed (what I imagine) is the limit of what NPCs could do in Powerplay, in ways that players understand what risks they take to form a better PvE layer thats different enough from the BGS.
For
hauling the problem (as I see it anyway) is that NPCs (by EDs underpinning design) have no real places to 'get' you- NAVs don't figure 99% of the time, SC is the main way (but NPCs are poor at interdiction) and station drop zones are far too small (so NPCs cannot loiter or attack, since they immediately pull away). Everything is fixed lengths, minimal opposition and very routine.
My suggestion is to turn that all on its head:
You only collect cargo at stations, and in fixed amounts that have corresponding NPC opposition. So if you want to move loads, you get a strong NPC who will pursue you. You can stack these cargo haul missions, but you also stack enemies too- much like hauling missions. The difficulty is 'priced in'. Since you know you will see action it makes it ideal for PG and Open, since you can have friends help you- in effect it becomes a wing / MC mission when it needs to.
To deliver, you use the hidden trader mechanic:
At the destination system you scan the NAV to reveal your drop point rather than a station. This does a number of things: pad blocking is eliminated- NPCs don't have NFZs of stations to deal with (so they are not instantly useless if they drop with you), and it randomises the delivery times a little- some will be close, others further away- so efficiency is variable (and allows for SC interdiction). The most important benefit here is that you have to drop to a crowded place where NPCs can fire at you- i.e. its placing you in danger. In Open this makes it especially dangerous since its a choke point.
Once you have your destination POI you fly to it as you do now. Any players or 'priced in' NPCs can attack here as normal.
At the POI: you have a transport ship and escorts. Note: the transport can be destroyed, and needs protecting just as you do! So any pursuing players or NPCs can cause trouble. Transfer is as hidden traders- fly close and pop its done (slightly unrealistic, but its how its done in game). You fly away and repeat the loop. Once you are out of the instance NPCs reset (slightly unrealistic, but its better than nothing).
This system makes sense since Powerplay is supposed to be this clandestine war between well connected gangs. It also allows groups of players to fly together and know objectives: they know NPCs will be after them, they know the destination transport needs protecting, and so on to make an almost ad hoc convoy mission. The most important thing is that it allows ED PvE difficulty ratings, and works as an augmented PvE mission using established mechanics.
and makes routine hauling have much more action to it. If you don't want hard NPCs then you simply choose the lower difficulty Powerplay cargo hauling mission.