Yes.
Just out of nothing lets split the number of playstyles/roles, major ruleset areal zones and pvp means into 3:
a) economical/crafting/trading characters
-residing mainly in safezones(non pvp), sometimes in pve, lesser in pvp zones
1. having the additional pvp means of creating and selling degraded quality wares unnoticed and untargeted plus a means of generally decreasing the price only for targeted hostile corporations (resulting in a flag invisible to the eco-warfare player, but visible to the victim granting a financial/economical more desastrous death when being killed by those specific players/corps in pve zones ) and an even more consequence stuffed death when being killed in warzones. this flag increases in quality of consequences by repeated usage and results in a less sanctioned death in pve zones from these players and an increase in economical costs for the eco-warfare attacker
2. having the major eco-pvp ability to do create/sell degraded quality and harmful wares to targeted characters, to embargo them or buy stuff ftom them cheaper when having been attacked by them in pve zones, resulting in a visible eco-warfare flag for both sides
3. no variation or consequences or specific possibilities in warzones since they're not likely to go there and could use this luring the enemy to attack to easy and exploit wars
b) pve
-residing mainly in pve (sanctionable pvp), sometimes in economical and pvp zones
1. having the ability hack PVE corpses in a more profitable way, having the possibility to reprogram only looted warez to malfunction and or being harmfull, selling them on their own resulting in the eco-pvp flag scenario a)1. from above or sell them to eco-pvpers which use them against their targets as described above resulting in no eco-pvp flag
2. having the ability to hack OPs in warzones more efficient then pvpers with a module but mainly being able to re-program targeted OPs economic trade systems to harm them and gain money from enemies transactions resulting in the eco-pvp flag above in a)2.
3. no specials in safezones
c) pvp
-residing in warzones(ffa pvp), sometimes in pve and lesser in economical zones
1. having to ability to attack anyone without consequences in warzones
2. having the ability to attack players in protected PVE zones without consequences if the attacker wears the eco-warflag as a result of a first eco-pvp tag by the a)eco-pvper or b) pve-hacker, while always having the negative effect of the general pvp-flag/guards system
3. no other special features in war or safezones
This system or something similar, just briefly outlined above) would require 1 more exclusive extension for each role negativly reducing fighting extensions on the eco-player, eco-extensions on the pvper and both in a reduced way on the pve-hacker.
Aditionally it would require the stackable/increasing modifier of sanctions of the eco-warfare flag (minor financial sanctions/loosing securing priviledges in pve zones/being attacked by guards in pve zones), same increasing effects go for the pvp flag (temporary ffa target/ffa for guards in pve zones/not being able to enter safezones)
The eco-pvp flag ouldnt go off immediately after using a degraded/manipulated module but rather after24h to make it not directly detectable. Same goes for turning it off - it wouldnt turn ofter being unequipped, so the victim couldnt find out which item it is. eco-pvpers themselves could identify malfunctioned items if the extension of the attacker is minor to his extension lvl. This way - a targeted player could at least let his whole inventory be checked by an allied eco-pvper - but not be sure. Maybe analysis if items would be a time based process like every other production is too.
It would also require an item flag making a programmed malicious charge able to go of on targeted players or corp members.
And would require the improved hacking/reprogramming feature of OPs, PVE corpses and modules.
Its not that complicated, just not well written An implementation also isnt a big deal since its rather modifyable rulesets and additions to codebase elements already in use.