Eh. It's still pretty dangerous no matter where you go. I'm not sure just spawning in more 'aggressive' NPCs is the solution to the problem because I just see weaker players getting trounced with no real way to do anything about it and stronger characters just getting free loot, essentially. Not to say that ANY random npc wouldn't be interesting, I'm just saying automating it would require some caveats and make sure it doesn't become a reoccuring problem, and also make it worth coding.
When it comes to city life, it's up to the players to push conflict in clever ways beyond 'Gives me that'. I would be down for the odd random echo of something bad happening out of control the way NPC pickpocketing is automated and let conflict naturally arise as a result of the world being alive.
Maybe a road is blocked off due to a bad accident or construction work and now the routes through the Mix are limited, meaning you can force people into traps.
Now that WCS has actual access to firefighting equipment, random fires in public areas could be an uncommon thing as something WCS can possibly handle, and could cause significant conflict or hurt a lot of people.
Very rarely, spawn a cyberpsycho having a PDS attack somewhere in the mix and make it broadcast that he's going psychotic and killing people. Load them up with random bits of chrome to give roleplay to ripperdocs and fixers.
Have a dog somehow sneak out of the park once in a while. Maybe it's hostile. Maybe it's not.
Flesh out the bounty system so that NPCs who have bounties on them should be suitably paranoid.
These are not just things that should be effecting players, these should also be impacting NPCs, too.
When it comes to the Badlands, the Badlands is underdeveloped, and while in an ideal world the Badlands NPCs should be hostile to anyone on foot, it's also unrealistic that you'd end up wandering into one with how insanely huge and large the Badlands is. Unless you are specifically wandering into it's territory, or den, it would probably give you warning echoes to 'fuck off or die' before instantly launching into 'alright time to fucking die idiot' scripts.
They obviously wouldn't attack cars, either because cars aren't edible, or you wouldn't be able to really attack a passing car as a wild animal.
The Badlands also isn't the focus point of the game and while it does exist to fill some niches and to promote some concepts and has some neat secrets and quirks, it's probably the lowest thing on the development totem pole when there's tons of other things to work on.