If I'm going to "spoil" a pirates fun, I'll do it the legitimate way, with ordnance heading downrange
I really can't see the point in "fitting a tradeship" without the ability to defend what it's carrying. The dedicated haulers that can't be made defensible last only as long as it takes for me to replace them with an equivalent-capacity multirole craft, with bigger teeth. Giving up a few cans of cargo per run for a better shield or a SCB will save you more in repair/replacement costs than you'll lose in missing profit.
If I'm interdicted I always submit to avoid damage and because there ARE "mindless killers" out there, I assume that's what's after me until I find out different. First action on dropping to normal space in an interdiction is to trigger a macro that deploys hardpoints, boosts and turns FA off. I usually won't even check whether it's a player or an AI after my hide, or exactly what they are flying until after that. First sign of incoming fire I'll "waste" a SCB charge because if you're running something with high enough alpha the new delay on them means if I don't do it that quickly I might not get the chance to use it anyway and I want to live long enough to return fire or escape if the aggressor is more than I can handle.
Pirate opens comms, I'll cease fire and negotiate for as long as he ALSO holds fire, and I'll keep any agreement made as long as he does.
This seems like good ol' fashioned common sense to me! Good post DaveB - have some rep.