I'm sorry but you're wrong. If you read the thread you would see the no cooldown is a bug and you should only have no cooldown if you're interdicted by the authorities.
The quote from the dev explaining this has been posted like 10 times in the thread already.
I presume you're referring to this;
Hello Commander tagos!
Sure, what we're aiming for is risky, but the concept of submitting just to escape straight away is simply not what we intended. I personally think that a part of the puzzle that's still missing to some degree is the super cruise game play aspect, which, after all, is the determining factor of whether interdiction can occur in the first place.
It doesn't say it's a bug, or an exploit, just that it wasn't what they intended. I am sure that they also didn't intend for pirates to be able to press one button, pull a Type 9 out of supercruise with ease regardless of what they're flying, and for the Type 9 pilot to basically have no choice but to drop cargo.
How is that any more fair that type 6's being able to boost away?
This ultimately comes down to the complete lack of balance between ship sizes, which results in pretty ridiculous things like a single Sidewinder being able to interdict a Type 9 - that simply should not be possible.
This is where it gets crazy. The game already introduces the potential of balance with the 3 different landing pad sizes, which affectively classifies ships in one of three weights. With that, you have a pretty obvious chance for easy balance.
No ship should be affective at any game mechanic versus a ship that is double it's weight class (negatively or positively).
So in other words, anything that lands on a small pad should not be able to (singularly) interdict anything that lands on a large pad. Likewise, it should (singularly) not have enough firepower to destroy anything that lands on a large pad.
In reverse, anything that lands on a large pad should be too slow to interdict anything that lands on a small pad, too slow to target small pad ships with fixed weapons, and turrets should have a negative modifier when targeting them as well.
To bridge that gap, medium weight ships can take on either.
Things change when you introduce wings. A wing of 4 small weight ships should have collectively enough mass to pull out a single heavy weight ship. Likewise, a wing of heavy weight ships should have collectively enough mass to to limit a light weight's speed enough to interdict it.
When that level of balance is achieved, everything else suddenly starts falling into place, and people start filling actual roles.
Anaconda's would be used primarily to take on other Anaconda's. Pythons used to be a menace to Type 9's. Vipers used to be a menace to Python's. Eagles used to be a menace to Vipers.