PVE Gating Logic
TLDR: "Ok, if you're going to put PvE, make it really lame" is not a bright strategy for engaging a wider playerbase that can eventually help sustain/grow the PvPvE playerbase. It should be challenging and rewarding enough that it attracts both those who only want PvE as well as those that prefer to main PvPvE.
Out of all the comments on how PvE should be the one I agree with the most is that it should be challenging. The best example I can think of is 'soloing command wing on a faction mission' hard.
What I agree with the least is the loot drop restrictions "They should get purple, but not gold" "Nah, max should be blue". The ppl making these comments are obviously not interested in playing this mode cause they wouldn't suggest handicapping themselves. It seems to be coming more from a place of "I'm working harder for my stuff and they shouldn't have an easy mode for making progress"
If the mode will work to attract players I think it should be fully fleshed out. You should be able to get valuable loot and the gating should be difficulty either by waves or hordes that serve as some sort of gear or skill check. For example, there are ways to play Outpost and Cryo without ever encountering other teams and its a perfectly valid strategy.
Will already good players try to game the system by going into PVE to farm good loot and bring that back into PvPvE? Very likely, that's why I think the challenge should be at the level of good player for the top-tier loot, not totally eliminate it. In the end when you go back to PvPvE you will inevitably dump that loot back into the economy.