Yes, you are correct NOW. The way it works NOW. And because of that, I have no problem with how interdictions work NOW. The thread and OP is a caution to FD designers to carefully consider what they've stated they're thinking about doing NEXT with interdiction mechanics.
Honestly, I love PvP. I'd prefer to fight _every_ interdiction. I'd prefer the interdiction frequency to be what it is now in 1.1, but ONLY if the _cost_ factor were more balanced. The bigger the ship you get into, the more ridiculously egregious and unbalanced the upkeep and maintenance costs become. What can take a Cobra pilot or a Viper pilot (who have never owned anything larger) only 22 minutes to recoup in lost cost due to combat damage takes a Python a whopping 102 minutes. And practically speaking, since everyone can quickly and easily bootstrap into a T6 or Asp (and then fly a Viper/Cobra on the side, using the T6/Asp as their moneymaker), the _real_ cost of losing a Viper/Cobra scales down to only 6 minutes of trading time to recoup the loss.
Meanwhile, the Python does _not_ scale like this. And larger ships like the T9 or Anaconda? the scaling is even worse.
Sure, if every interdiction that I decided to fight only cost me at most 6 minutes of trading time to recoup the loss, I'd be all for lots of hard interdictions and fighting every single one. But that's not how it works NOW.
I certainly understand your fears about balance and fd seems to swing wildly at these things. But keep in mind that intended mechanics are completely absent so it might feel more unbalanced than intended. If the economy worked for example the payoff may be worth it.