Direct PvP is anything that pits player characters against each other in combat.
Some people focus on certain subsets of this, with narrowly focused criteria to judge specific skill-sets against. That's fine, but pretending it's the only kind of PvP is clearly disingenuous.
Personally, I'm after an organic experience. I don't want to have to seek out PvP at all (hell, I don't even want to be able to distinguish it from PvE). I want it to be a possibility with it's prevalence and outcome dictated by the fundamental risks and rewards of plausible gameplay mechanisms. The only sort of fairness that's beneficial here is all players having the same basic opportunities under the same overarching rules set (I have a much bigger problem with the beta backer rewards my CMDR has than I could ever have with 'seal clubbing'). Enforced equality or balance at the encounter level is only capable of harming the organic experience. If I'm more skilled than someone at piloting, I don't expect them to want to pit their piloting skills against mine, if anything is actually at stake. They should instead be looking for an edge, whether that involves bringing superior numbers to bear, or catching my CMDR off guard...any situation where they have the advantage. And my ideal game allows my character to potentially be confronted whether he likes it, or is ready for it, or not.
I want the game to depict a setting that seems like it could be real from my character's perspective, not just sort players by some arbitrary skill criteria. The best thing about organic encounters in an open world sandbox style game is the sheer breadth of skills that can be meaningful. It's far more egalitarian, even when it comes to combat, than a game that treats combat as it's sport.
Presumably having engineered ones ship for combat, to some extent at least?
My complaints are the same as ethelred's, in regard to lack of NPC challenge, and were long before Engineering.
If some missions required players to fly ships of specific loadouts, possibly provided by the mission giver for the duration of the mission, that might be one way to bring some of the challenge back to PvE, for some players.
Possibly, but I'd want these constraints to make sense rather than feel like difficulty for the sake of difficulty. The underlying behavior and capabilities of NPCs should be fleshed out regardless.
I like this idea but ED is based around flying one's own ships...
Except for multi-crew, or CQC, or surface stuff.
I like the space flight aspects a lot, and they were my main attraction to the game, but my character has always been the guy in the ship, not the ship itself.