Unhealthy pvp doesn't exist. All pvp is pvp - no more
Well, they have defined it in a post on the first page of this thread.
Unhealthy pvp is where the intention is not to get the targets to quit but they do so nevertheless.
There will always be the occasional ragequit, but from what I can understand, they intend to design the game around the idea that there will be less people quitting.
Let's take an example:
Me and a friend was exploring the astroid belt around the moon the other day in an old hulk of a ship we had strapped a warp core to. We were looking for some Ymrium to cash in on the recent price hike. After a few hours and no luck finding the ore we wanted, an Amphirite showed up near us. We thought that someone that would bring such an expensive ship out here had a good chance of having some good loot on board. So we decided to sneak up on him and use the element of surprise to kill him and steal his loot. We only had a tripod and our assault rifles, and it was our first encounter outside the safe zone, so we didn't take the chance on trying to force him to send us money. We manage to damage his ship and kill him, but he only had low level ores on board, and the ship was non functioning afterwards. We ended up getting away with a few of his warpcore parts, as ours had bugged out when we tried to fix it. The guy starts ranting in /zone chat. Asking why we killed him when he hadn't done anything to us. We answered him that we wanted to steal his stuff, but we could tell he was less than happy about it.
Now, I see this as a case of what would be described as unhealthy pvp. We didn't get much from it, except a bad conscience. He didn't get much from it other than perhaps an adrenaline rush when we attacked him and he tried to escape. I also see several ways this could have been turned into a case of healty pvp.
The first would be to incentivise arming yourself when going to a pvp zone. Cause if he would have been armed, the combat with us would have been much more fun. As it was now, we were the only ones armed, and thus it was a lobsided battle, no fun for us, no fun for him. If encounters with hostile players are so rare that people don't think of arming themselves when they go into a pvp zone, then I see a good incentive to put some sort of PvE encounter into the game, be it NPC ships or spacewhales or whatever, just look at how much more lively Sea of Thieves got after they added some skeleton ships to the game.
Another way it could be improved is some sort of scanner that let's the attacker figure out the worth of someones ship/cargo. This way you can better know what to demand when pirating someone. I'm also unsure how to best contact people in such an encounter, like, how far does /say reach?
I think a lot of the problem with such encounters is that they are so rare, so people get used to being able to go out into the pvp zone, and thinking they'll be allright. But the one time they do encounter hostiles, it turns into a bad experience since they're not prepared and they're not equipped for it. Increasing the chance of such encounters to happen would lessen this, and an insurance system could be introduced to lessen the blow of losing your ship. Exactly how that would fit into the macro economic situation of the game, I'm not sure.
The point I'm trying to make is, the way I understand their philosophy is that they want to design the game in such a way that pvp encounters will be more fun for both parts, and lessen the chance of encounters like I described above, where it turns into a bad experience all around.