I did not post in the "Do we really need PvP?" thread for several days, as I was thinking long and hard about the problem, and the various points of view expressed in that thread. I respectfully request that any readers do the same before responding to this post, or others in this thread, should it grow.
During this analysis, I realized that both sides, including myself, were so entrenched in our beliefs (whether for or against) about PvP, that we were not listening to each-other's points, merely arguing against them. We seemed to be at loggerheads, no viable solution to be had. I believe this is not the case, there is a solution (or rather, a group of them) which would please everyone.
Understand, I am not a novice when it comes to RPGs or MMOs. I have been playing pen and paper games since "Chainmail" and online games since two people playing at the same time was a big deal. I have played pure PvP, pure PvE, mixes of each, and what may be best described as intellectual challenge games, where one is not pitted against either player or beast, but a problem set instead. I have played these variations both on paper and on-line for around 30 years (admittedly and obviously, though, the paper was at the begginning of those three decades

First, a brief recap, merely for context, of the contents of the aforementioned thread. No bias is intended, and I will do my best to leave it behind.
PvP statement: "PvP is fun for me. I enjoy the challenge of going up against a thinking opponent. Mobs are too easy to outsmart, and the thrill of defeating another mind in combat is incomparable, and undeniable. I have a right, as a paying customer, to play a game I enjoy."
PvE statement: "PvP is not fun for me. I feel frustrated when I lose, and guilty when I win. I am therefore unprepared for it much of the time, so that an attack by another player is certain to result in my character's death, which I also feel is less than fun. I have a right, as a paying customer, to play a game I enjoy."
PvP statement: "Some areas are PvP. Period. If you enter them, you have consented to PvP."
PvE statment: "Because of the strength of the mobs, a cost/benefit analysis of the PvE areas which offer nearly the same materials/content of the PvP zones, makes them non-desirable. I do not consider that I have any choice in the matter, comparing the amount of reward available in those areas to what may be gained by harvesting/hunting in any other land or the PvP areas."
PvP statement: "Outposts require PvP to function properly, in a non-exploitable form."
PvE statement: "Outposts have various control-mechanisms possible, such as land-grants (one per guild, maybe more for high fame), taxes, attacks by Mobs/NPCs etc."
PvP statement: "PvP provides a means for players to settle disputes in-game, without involving the CSRs."
PvE statment: "PvP provides a means for players to settle disputes in-game, without involving the CSRs, providing both sides behave in a mature fashion."
PvP statement: "Wide-spread PvP will bring back some who have quit, and will draw in new players as well."
PvE statement: "Wide-spread PvP will keep away some who have quit, cause some who are currently playing to quit, and draw in new players who will be poor citizens as well."
These seem to be the main arguments on both sides, both sides have valid points. There may be a compromise which will allow both groups to play the game they have grown to love, warts and all, without destroying it for the other side.
The concept of PvP/non-PvP flags has been mentioned, and I think (athough I am not sure) that it is part of Neverax's intention. This is a big step towards resolving the problem, but it falls short in a number of areas.
1) Healing in PvP/FvF/GvG areas. It galls many people that their fame is controlling their actions, rather than the other way around, and that it is often impossible to heal or resurect your own guild-mates. It is true that being able to heal anyone at any time will, in some cases, create problems and be exploitable.
Possible solution: Those flagged non-PvP may be healed by anyone at any time, although they are still attackable in "consentual" PvP zones, and they may not attack, even in PvP enabled zones. Those flagged PvP are only healable under the current rule-set, ie. by members of their faction/guild/team depending on the nature of the area. This way, if a PvP enabled character comes across a digger in PR that they do not want there, they may remove them. The digger may only fight back if he or she is PvP enabled. If they are not, they will, of course, be killed, but they have the option to ask for a rez. However, in fights over things like super nodes, or bosses, this would also eliminate the possibility of someone standing safe from the conflict, and healing their side without risk.
2) Ganking. If this term offends, replace with "Killing another player without risk to yourself". The developers have gone to a great deal of trouble to prevent this sort of behavior against mobs, both in the CoC, and in-game mechanics. Often when one kills a mob that can not reach them for some reason (cliffing, an interposing barrier or body of water), they recieve no xp, and may not quarter. This is because we are required to pay three prices for victory:
A)Wear and tear on equipment
B)Time spent
C)Possibility of catastrophic failure (ie. death, failure to succede in a craft, death of a source node or it's exploding/gas relese)
Of those three, the third is the most important, and the reason for such exploits against mobs being dis-allowed. The same can not always be said for player vs. player conflicts, however. When one geared for battle attacks one geared for digging, often, the result is the diggers death, the initiator of the conflict risks little. If those flagged neutral in some areas, or non-PvP in others may not attack, but may be attacked, the risk to the initiator drops to nil.
Possible solution: Add a risk to any conflict. In cases where both may attack, the risk is death on the part of one (or sometimes both) as it is now. For cases where one person or side may not attack, their risk for being in such an area is still death, but the attacker must face a risk as well, to avoid it being an exploit. As a modification to an idea from another thread, attacking and killing those flagged as non-PvP will result in a .2 gain in fame for any faction or civilization the target has -30 or less fame with, and a -1 loss in fame with any faction or civilization the target has +30 or more fame with. Both gain and loss are repeatable, but only once per hour per target. This is non-exploitable, as one may aquire far more fame faster by doing missions for the various welcomers. These fame gains/losses would also reflect a realistic change in a populations view of the attacker.
3)Non-PvP Oriented Outposts. This is, as I understand it, already planned. While many of us would have preffered they were introduced first, once both play-styles are accommodated, it becomes a non-issue.
I believe that by instituting the solutions under both points one and two, neither side of this great debate need be left out. The checks and balances will prevent abuse, while still allowing freedom within fairness.
Again, I expect some to object, either to the ideas presented, to the subject itself, or to any subsequent posts which may follow. All I ask, should you decide to post such objection, is that you think it through for a few hours, to let emotion bleed away, and frame the most well-reasoned objection possible.