I actually think this is a great idea, although I would go a step further and make the security level of the system entirely activity-driven rather than simply having it randomly fluctuate.
If capsuleers are spending their time running missions, clearing anomalies, destroying pirate NPCs, responding to criminal activity, etc., the system should gradually become more secure. Conversely, a system that is neglected should gradually become less secure.
This would give us a really nice positive feedback loop where players are effectively responsible for maintaining the security of the space they live in.
I would also tie this directly into a Mission Risk Modifier, analogous to the existing Bounty Risk Modifier.
The basic principle would be:
More activity → higher security → lower risk → lower rewards.
A system like Osmon, for example, should eventually become an exceptionally secure place if thousands of capsuleers are continuously running missions there. Consequently, mission rewards should begin to decline as the system becomes increasingly safe.
And I don’t think it should necessarily stop at ISK/LP payouts. If a system becomes too secure, the actual mission pool could begin to contract.
After all, there are only so many damsels left to rescue when every pirate organization in the region has been systematically exterminated by several thousand bored capsuleers.
So you could have something like:
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High mission activity: security increases and the Mission Risk Modifier decreases.
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Low mission activity: security gradually declines and mission rewards increase.
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Very high security: reduced mission payouts and potentially fewer available combat missions.
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Very low security: increased rewards, more dangerous missions, more pirate activity and eventually access to the more exotic PvE content proposed in the OP.
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Player activity is the driver: the system’s inhabitants literally determine what kind of space they have.
This would also make the proposed scaling considerably more interesting than simply having systems randomly change state every hour.
It creates an actual economic choice.
Do you want to make Osmon incredibly safe and convenient, knowing that you’re gradually destroying the profitability of the place? Or do you deliberately move your mission operation somewhere less secure where the rewards are better?
And importantly, it gives players a reason to spread out organically rather than CCP simply telling them that they should spread out.
The basic concept is already demonstrated by the Dynamic Bounty System: activity and perceived risk can be reflected directly in system-level economic modifiers, with the system rewarding people who are willing to operate where the circumstances are less comfortable.
I think applying that same philosophy to highsec would be considerably more interesting than simply turning a 0.5 system into a 0.0 system on a timer.
If we’re going to make highsec scalable, let the players actually be responsible for scaling it.