Who says it needs to be PC on PC for Capital Ships?
Scenario...
Vanduul invasion of a fringe system. UEE has requested all available help to help to beat back the invasion or to fight a delaying action until the civilian population can be evacuated.
Available missions: Seek out enemy forces and report back (scouts and explorers); Evacuate Civilians (transports), Bring supplies to the front (haulers), Refuel and repair missions (Vulcans, Starfarers, Crucibles); Recover destroyed fighters (Vulture, Reclaimer); Escort (fighter), and finally Combat missions (fighters, bombers, capital ships, ground assaults, etc)
Counter/PvP missions - pirates looking to capitalize on the invasion. Snatch and Grab (haulers and Troop Transports); Get the WiDoW out - (haulers blockade runners); Find the safe route (scouts); Appropriate the leftovers - Salvage and repair abandoned ships (repair and salvage ships); Protect the base (combat ships); Weaken the UEE (combat and sabotage), etc
I am very sure this will be a thing given how they are building out the dynamic mission system and the amount of work flushing out the Vanduul for SQ42. But as @maynard said even with dynamic missions and some procedural generation the AI code and mission limitations will make them trivial after a while. The best combat will always result in PVP and they are already creating content to help facilitate this with land claims and the mission system that can be utilized by players to create missions.
What we are currently lacking is a payoff for engaging in PVP beyond just because. While small scale pirate PVP can be profitable there is no reason to scale it up to corporate warfare currently beyond fueds. I look forward to seeing what they introduce into the game to fuel the conflict but imagine it's going to be years away as there is still lots of game mechanics that are missing and need to be implemented first.
Back to the original OP question. Test has always struck me as a loose band of friends instead of an organized corporation or collective with clear chains of command. This current structure makes it impractical to focus on power leveling one player or small subset of players. It is much more effective to let the players figure out amongst themselves and their group of friends what tasks to accomplish for the moment. If that small group collectively decides to pool all of their resources into propelling one of their members forward then that is their risk when they do not log in for weeks or jump ship to a new corp.
The organized corporation/Collective typically power levels their leader who then shares the wealth with their lieutenant and they in return share it with their captains and so forth. It works well but in the online community is prone to infighting and power struggles along with absences of any of the leadership positions leading to a quick exodus of the members. Another way is more akin to a club in that weekly dues are collected and with those funds, large projects can be accomplished. Much like Test currently does with the donation box.