The problem in Open is the imbalance created by modern dedicated PvP combat builds against literally every other build possible in the game (this is a problem for the game itself and not something wrong with any specific type of player). Skill no longer saves you (unless you are literally a top player). Some tricks still work for evasion, but you shouldn't have to rely on them because you are using quirks of game mechanics instead of just playing the game (no, not combat logging; more like dropping out of supercruise before interdiction and then high-waking out of the system). The imbalance has gotten much worse in the past couple of years. For those CMDRs who were playing in the Bubble the whole time, they may not have noticed. But, for someone who was playing outside the Bubble and returning (or returning to the game after a long pause), the difference was very stark and might discourage them from playing. New players in particular may be impacted by this too. FDEV needs a way to mitigate the imbalance. (If you want PvP only combat, then play CQC.) Since FDEV cannot take back engineering and special modules, there's several methods of mitigation possible (not limited to below):
1) Work like GTA when serial gankers are actively ganking within a star system. A CMDR can gank, but the more they gank within a particular timeframe in a particular star system, the more attention they get from local authorities until the authorities are after the CMDR so hard that the CMDR has to get out of the system or get destroyed. Of course, this won't work in anarchy systems, but why would we don't need it there anyway. This would work well for CGs.
2) Provide valid in-game evasion mechanics. I say valid because the interdiction mini-game is broke for PvP. FDEV can change it to give CMDRs an honest even-playing-field with support for effective avoidance. FDEV could also add modules that allow a CMDR some percentage to avoid interdictions completely. The bigger the module, the higher the avoidance percentage. Maybe allow the CMDR to stack modules. The CMDR who wishes to avoid engagement in Open would sacrifice a lot of space on their ship for that privilege.
3) During CG's, create categories of success that recognize CMDRs who are defending the CG participants from gankers. This would require changing how CGs are run because both defenders and gankers would have to register. Anyone that tries to disrupt a CG without registering would face idea number #1 (above).
4) Buff defensive modules, or provide new and more effective defensive modules based on Thargoid tech.
This would only apply to PvP engagement. Anyone who wants to pirate against hapless NPCs all day, let them have at it per current rules.
These are just some ideas that don't require punishing players of any game style and also do not hold gankers accountable for their choice to gank.
They kind of tried a GTA type system for ED in the form of Noteriety.
It didn't really bother PvPers but made everything worse for PvEers.
GG FD.