There's nothing wishful about this.
Firstly, this myth about SE having limited resources needs to stop. SE is a big company with millions of dollars at their disposal. Worse yet, when SE releases their yearly profit margin, guess which game has been almost solely responsible for keeping their company in the green. Bingo. This one (the Tomb Raider reboots have done well, though). They're not hurting for anything. Regardless, the real myth here is that it would take any more resources than they are already using. It won't. SE implements the exact same system in PvP as it does in PvE, and it functions equally in both. Further, contrary to popular belief, SE does frequently ban people from PvP based on reports for illicit activities. Those bans are usually prioritized by cheating, followed by racial slurs, then harassment. There is no magical extra expense to their company by doing this, because they were already doing it. If I'm not mistaken, that particular aspect of the game is actually covered by their legally binding Terms of Service. Meaning that, regardless of expense, they must do what they have said that they will do. That's a fact. It's also worth pointing out that it is more than likely that none of our reports (PvE or PvP) actually see a real human's hands unless they are first flagged by an automated system, hence why a lot of things slip through the cracks.
Secondly, in what way is PvP somehow smaller or less relevant to their subscription base? What are we comparing here, exactly? Raids? Trials? Crafting/gathering? Casual dungeon runs? I'm sorry, but no. PvP has long held the stigma of having a "minority," except that minority is actually no smaller than something like the Savage Raid community. You cannot arbitrarily pick one group out of the whole and say they're not relevant, yet somehow not apply the same reasoning to every other niche area of this game by counting them as part of the whole. Further, if you want to talk about running a business properly, than they'd be going about it completely wrong. Why? Because the casual content of this game has no staying power. SE releases a whopping 2 dungeons per patch, followed by one raid. They stretch the lifespan of that content out a bit by applying weekly gear/tome caps, but in the end, you're still only running the same 3 things over and over. Further, if you do not participate in the niche community of extreme trials or savage raids, than you have no reason to EVER run that content repeatedly, because you have no need to optimize your gear. This is why casual players often drift from sub to sub, only renewing when new content is patched in. Do you know what keeps people subbed for longer periods of time? Investment (or time sync) content, which happens to be the minority content such as savage/extreme level raids, trials and PvP. SE has already acknowledged this fact. Their implementation of the feast was their first attempt at creating a sustainable PvP game mode for the sake of keeping people invested (hence the implementation of ranked seasons). They've also already publicly sated that Stormblood will have a stronger focus on PvP. Why? Because it has more staying power than casual content which gets stale after the first week. Ignoring the minority which provides a stable monetary gain is illogical for running a business.
Lastly, saying that more people are interested in attempting savage raids than PvP is an arbitrary statement that cannot be backed up by any evidence. Do you have proof of that? Is there data somewhere showing how many Savage level Raids are attempted per week compared to how many matches of PvP are played? Does SE ever mention it or provide data on the subject. No. They don't. In fact, if anything the information that we have would suggest otherwise. Do know how many savage level raid events there have been since 3.0? Zero, aside from the raids themselves. Do you know how many PvP events there have been? Six, including 3 seasons of Ranked Feast, 2 "developer spotlight" events (which could be further divided across data-centres), and the most recent garo event. That's an awful lot of commitment to a community which is supposedly a minority with less interest. Further, you can actually track how many PvP matches happen in a day by data centre. SE keeps score of our rankings, in which there are literally hundreds of matches played per person. The same cannot be said of the savage raid community, because there's simply no data to back up any such whimsical statements other than the fact that they are both relatively small when compared to the greater whole.