Plarium has many considerations to weigh when it comes to how they design their game's content/features such as CvCs and tournaments/events and their start times.
As others will mention, I feel the start times take into account the local time of day where their developers and technical workforce live.
But things that I wonder if they consider include the potential impact for alternating personal rewards CvCs with non-personal rewards. IMO, this creates a tremendous disincentive to play the game, especially in top clans who actually implement MAXIMUM thresholds for scoring points so that they don't rise too high in the tier and face a more difficult opponent two weeks' hence.
Bad business, IMO, to put in a game design that actually discourages play, even if only for about 47 hours. Plenty of time for addicts to get hooked on an alternate game, and then their interest (and their proportion of spending) begins to wane.
So to the OP's point, having a start time for CvC that incentivizes delayed play by several hours, because you want to avoid buring energy and keys on things that won't give you points until CvC starts in 8 or 9 hours, is very questionable game design, IMO.
But when a company makes a billion dollars on its game, perhaps it knows more about what it's doing than we may think? Idk, I just enjoy playing recreationally. The boardroom decisions will remain an enigma to me.