No. Those estimates way overstate the non-PvP side because they don’t account for alts or PvP players doing non-PvP things between PvP fights.
So if you aren’t designing and balancing a game that has an economy and a life cycle that supports 2/3 of your customers engaging in primarily “economic/growth behaviours” and only 20% of your players engaging in actually destroying player assets, then your game is going to get out of whack.
So what you’re saying is that CCP needs to massively nerf mining and industry and PvE?
Also, note the difference between player count and player importance. PvE-only players are largely expendable. They add very little to the game besides potentially $15/month to CCP and their contributions are easily replaced if they leave. A healthy population of PvP players is required to make EVE function at all, and losing too many of those players would be a death sentence for EVE.
Also also, note the difference between player count and player retention. PvP players have far better long term retention numbers than PvE-only players and that makes them way more important. 10 established PvP veterans committed to playing EVE until the servers go down are way more valuable than 100 PvE-only players on alpha accounts, 95 of whom will get bored and quit within a month.