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Purples wouldn't have a disadvantage. A group of harassers would still be able to harass a player by just attacking the victim once each while they're green. Then they'll wait however long the timer is and attack again.
And the aggressor always having the first hit on their side dissuades the green players from fighting back even more. So greens don't fight back while anyone who wants to pvp can't hit anyone beyond a single hit, otherwise they get fucked by the corruption system.
And greens know that the purples can't do anything to them beyond the first hit so they can do whatever they want. In the current system there's risk and reward. The attacker has to consider their hits because any of them could kill the target and they get quite a bit of corruption. In your suggested system there's no risk. You gonna get corruption 100% of the time if you hit anyone more than once, while your first hit doesn't risk anything, because you'd already have an advantage in the fight even if your target decides to fight back.
Your system only worsens the gameplay for both sides. The green players will still get harassed and probably with even bigger hits, because it's safer for the attacker to use their strongest ability on a green for free.
In my experience of the current system, predominant majority of people would make prodding hits when they enter a farming location that's taken by another person. That hit checks whether the target is willing to fight back. If the target doesn't fight back then the attacker weighs the pros and cons of murdering the target. Risk and reward.
But what's more often is that the target of that potential prodding hit just shoots first to show that they are in fact ready to fight and already have an advantage in that fight (usually it's a strong hit too).
In your system the prodding attack would cement the target green in not fighting back, because why would they? The attacker can't do anything else to them or they'll become red and the target can immediately kill them for absolutely free (or call friends to do that). Or the attacker will just go away because they don't want to become red before killing their biggest threat in the room. Alternatively the attacker stays in that room and starts farming the same stuff. And unless the target decides to fight back after all, the attacker can just continue farming stuff until their flag timer resets and they can just do another huge attack on the target, in hopes of mobs killing the target or just as a way to harass that person.
Except the prodding attack itself would probably be a huge hit too, just because that brings the target even closer to death, which just increases the chance of them dying to mobs asap.
And when it comes to the "first shot" of the farming person, it also accomplishes the opposite effect. Them flagging up just means that the newcomer is free to do whatever they want and now the roles in my previous example are reversed.
There's no risk involved in the decision to attack someone, because you're assured to become red or have the advantage. And there's no risk in not fighting back because if your attacker becomes red - he's a freebie for anyone around (you included), while he might even have some stat dampening if he has some PKs on him already. And most likely he would have those PKs because anyone who's ready to go red would most likely just go all the way, because the base decision to kill someone is way easier.
In the current system some players might attack others, but not risk the kill because they're scared of becoming red. And the harassers will just be prepared for the penalties. In your system the scared people would most likely not attack at all or do huge hits right before their target goes up to a mob. While the harassers will still just kill anyone they want because they're ready for the penalties. And now you've removed open world pvp, while haven't done anything to prevent harassment. If anything, you've increased the desire to harass pvers in the people who're on the fence about it.
Now I'm saying all of this from 12 years of personal experience of the current pvp system. It worked just fine. Lowbies weren't harassed most of the time, outside of some random PKers who'd go on genocide runs (which AoC's system prevents). And Steven has already made the penalties for PKing bigger than they were in the previous iteration of this system, so it's already more pver-friendly than the already-working system. And based on that, I see no point in making it even more anti-pvp.