SCO is pretty wild on smaller ships. Within five seconds of hitting SC I was able to get 3k ls away from the station I had just left, which was deep in a gravity well and one tank of fuel in a nearly stock Hauler allowed a 70k ls sprint at almost 5000c. Heat and damage were just enough to be an annoyance, but any of my more durable ships will only be limited by fuel reserves and the rapid escape it allows from gravity will cut the time needed for most in-system work by at least half, while making interception all but impossible (not entirely passively of course, but forcing overshoots will not be difficult, and the penalties for using things like excusion zones to stop are largely nullified by the acceleration possible with SCO).
Seems that ship sensors can detect in what state another ship's SCO is—"Signature fading" seems to indicate that SCO has been turned off and the targeted ship is slowing. Also, seems that a ship in SCO can be detected from really long distance—I saw that ship from 15000 ls away—so stealth is not an option when using it and the interceptor can time their intercept with practice so that they can successfully interdict the runner.
Sensor range in SC has always been dependent on velocity (range is something like 40s of travel time). Even ships with standard FSDs can detect and be detected by other at tens of thousands of ls off, if they move fast enough. Back when interdiction and getting shot at mattered, wings would often have someone stationed 10-20k out so they could move fast enough to target everyone.
Even if SCO plays by the exact same rules regarding detection ranges (something I haven't tested yet) it should allow one to accelerate to a few thousand c quickly and be able to target everyone in a system from 50k+ ls off.