So if I read this right, given this solution, all players would be vulnerable to pvp. They would need to rely on guards (and hopefully watch towers) to protect them from getting one-shotted from a very long distance or gutted up close.
I'm not sure if you were still playing when the pvp server(ezpc) was set up, Peacer. The entire server was ooc open pvp. You could say anything you wanted and just chop people down willy nilly. As I recall, it did not exactly pass the test of time and was eventually retired.
Taking the pvp side of the argument: Yes, it would be good if as a well trained baddie, I ( and others ) could make *real* threats in game that people could not just walk away from. I could do road blocks and demand tolls for safe passage.... and not have people just walk through me like I wasn't there or say sassy things and walk away without consequence. Their options would be to fight, run away or log out if they didn't want to take the risk.
To be quite honest, if another player does not want their character to be exposed to the whims of my character, then I would rather not force it on them. When I play the game with fellow players, I want them to enjoy it too. I don't want to be an annoying pain in their ass ( Here I'm talking about the player, not the character). If someone is willing to take the risk of exposing their character to mine, then I will not need to force action on them with the game's mechanics.
While not everyone will agree with me on this, I want to point out something about mixing live-action pvp and text based RP. If I can't type an emote or statement because I'll get chopped down at the knees while typing, then I can't RP and that really sucks. If I need to spend all my time training HA and stats so I don't get tragically impaled from behind while typing, then I don't have time to RP. That really sucks too. If I can't quest for glyphs or needed skills because to do so requires crossing a pvp zone that is lined with players who oocly know where the boundary is and just want to skewer a noob, then that kinda sucks too.
I do see the fun in live-action pvp, but I really don't think having both pvp and text rp in the same world works very well. Rearranging all the NPCs and quests so that you can train within the city walls might help (assuming pvp is off in the city), but that would take a ridiculous amount of work and would eliminate the incentive for players to step into the danger zones. That's just my perspective and opinion.
Currently I think there's three open pvp zones - Camp Banished, the Dlayo(sp?) pit, and the new Plat mine. (Maybe the arena in oja too?) Admittedly, simply having pvp zones like these does not really open up strategic opportunities for pvp as you had described.
( Actually, the new plat mine did provide this opportunity and was exploited by a guild. This worked because there were elements of both risk and reward. Once plat lost it's relative value, the reward disappeared and the dynamic dissolved. It's barren now. )