It's bad game play design. Like chain hyperdictions, it's just stupid. There's no way to avoid them, so what's the point? Years ago, everybody pretty much had it with the chain interdictions by pirates, they were largely done away with. If you're not going to fight on the first five, why would you on the next 10? Either get rid of the chain hyperdiction and randomize the one you get, or give us a mechanic, such as stealth to avoid them. It would be cool to drop into a system, honk and then go to orray map and see where they are and figure out how to get around them (or attack them). Heck, even getting the ship below a certain heat signature in super cruise would be better than nothing.
Just focusing on this part of your great post:
The interdiction game is built with the concept that fighting and winning the inderdiction minigame results in the attacking opponent getting dropped out as an emergency stop, thus delaying their return to super cruise and ultimately preventing further attack (at least for some time anyway), the risk being that losing the minigame results in you being forced into the instance for longer.
As most people have realised years ago that it's way faster to submit and boost away and jump back to supercruise, this is what most will do. I actually don't think it's unfair for us to then get interdicted again in this case as we're essentially taking the easy option out. Is it fun? I'd say that it isn't but I do at least appreciate that FD built this mechanic in a way that gives us options with consequences and, sadly, the only real way to add a consequence when we take the obvious path of least resistance is... being harrassed a bit more.
Just thinking about this again makes me feel like I should really just fight the interdiction because it's not that difficult to win. But then I remember that it used to bug out and fail and that was the reason I gave up on it in the first place.
You have to ask, why would a player want to do this mission... What does it offer that you can't get with the current missions? If you say bounties from killing revs, this just brings more scouts and makes it more likely that you will get blown up on exit.
In reality, there is no reason to do these missions other than some minor reversal of the invasion state. Just not interested.
This is entirely subjective but the reason I'm doing these missions is they're very atmospheric, they're challenging and it's actually pretty thrilling as someone who enjoys stealth game play. Every time I do this mission, I get a buzz when I am "this close" to a reaver and somehow avoid detection. It's given new life to the mundane tasks of cutting open a door, it's exciting now. This is why I hope they iron out some of these issues and, even better, go on to develop more into this for those of us who enjoy on foot game play. Seek and destroy missions to kill on foot thargoids is something I'd love. As well as stealth missions where there are aliens to avoid and so on.
This is a good starting point. The rewards, besides materials that we need to grind for, are almost irrelevant to many players. Are they fun? I think they are. Just not perfect. But still, not a bad start. They're genuinely nerve-wracking experiences and I really hope we get more of this. Honestly, this is why I play games.
Edit: Also, about our influence with these missions... the system I was using that was in Invasion state has now flipped and is back to normal. So, maybe we are having an impact with these missions? Obviously difficult to tell as it could have been AX combat and other missions but.. I don't know... I know I contributed to that event so... That feels good.