IMHO pvp should not be completely removed in the aspect of select this button and your never under threat. That being said, there are some things that need a serious review to make it more manageable for players that aren't looking for pvp to be at least as "safe" as you generally are in every day life.
Point in case, when I first moved to pc, about 3 weeks ago I think... some joker did the bump and rub maneuver in front of the slot on me, ramming me intentionally, yet I end up with a fine. I doc, pay my fine. I'm focused on rebuilding and not looking for a pvp fight with lvl 1 engineering at best on a few items. I have the guy targeted at this point, he's sitting right outside the slot.
Because the game isn't able to handle this situation, I had two options. Either go to solo or risk the situation progressing or perhaps even escalating. No brainer here.
The risk in direct and intentional confrontation from player to player simply isn't really that great. The situation described above likely gained the offender nothing, not even a fine themselves. What's more (unless something has changed or is different on PC) If I want to go out and do a little slaughtering no big deal.. rack up all the notoriety I want to a point anyway, then just go and land somewhere, slip into a station even if I'm careful and just wait. the timer keeps going so log as I don't log out... go do whatever, come back in a few hours (or 20 lol) and I'm good to go.
In my opinion taking away the threat of pvp isn't a good idea, but balancing cause and effect sure is. If I'm landed, two things should happen. The timer should stop and my location should be immediately be made available with a notice of time at location. Committing to pvp should be a true commitment in the aspect of criminal acts. Obviously if your hanging out in anarchy that's another thing entirely, and again an aspect of the game that would be true to life.
I guess in the end I feel that the threat of pvp is an important aspect of the game, but the repercussions need to better reflect risk to the aggressor, in s very large way. I mean, "oops i went and got a 10 notoriety, time to go exploring for bit" isn't exactly a discouraging thing. 10 notoriety should feel like you got 5 stars in GTA.. not like its time to take the scenic route. Ok, that may be a little much, but you get the point.
Players impacting each other should fine both ships, every time, if its a fineable offense. Ya it sucks for the guy getting rammed, but it sucks for them anyway lol. Meanwhile the other guys is smiling and hopping he can goad you into firing.
Turn yourself in? fine, your ships impounded for x amount of time, or a ship cost times well more than buyback + ...what is it, 20%? (I forget. not enough to really care. a stack run or two and you've already forgot why it was you were making back a slight loss anyway). Simply not enough. Now conversely, there should be more incentives to be that pirate type. Wouldn't it be nice if you blew up a player ship and one of the cargo your limpets scoop up is a winning lotto ticket? Just saying. Maybe that nice engine that the guy almost got away with? (I don't mean to take it out of the rebuy for the guy that died, just drop a copy)
All in all ED is a great game, well thought out. As with all things, there is always room for improvement. This sandbox does need a bully here and there, and sometimes that bully needs his hand slapped a little harder lol.. and rewarded with something more than a cookie. Its the imbalance that drives players to sit in solo, not the pvp.
Just my thoughts on the subject