Exactly - if logging out of the game when a ship is in danger was not allowed, there would not be a 15 second delay timer included, by design, in the game for just such a departure.
This is a load of poo-poo, and you know it. Cmon, 15 seconds? With zero indicators to any 3rd party that the tiny 15 second timer has started? Have you ever tried playing as a pirate before? Here are a couple examples.
COUNTLESS times, I have interdicted a trader to pirate. Here is how the encounters go
1) I pull him into open space
2) I demand he cut his engines and sit for a cargo scan, or risk dying! (buhahaha!)
3) I approach and close gap the ship
4) The ship pulls throttle to zero and sits there
5) I activate my ridiculously long cargo scan
6) I look over at my left panel to see what they are hauling (slaves! WOOT!)
7) I start typing "please drop X tones of sl...."
8) poof. Interdicted player is gone
9) Trader logs right back in solo mode, and continues trading risk free
So what happened here? Something really small happend JUST after #3 that the pirate didn't see, and wasn't made privy to. The interdicted player hits his ESC key, and chooses log off. Knowing damn well it takes at
least 15 seconds to do the remaining number of steps. Did he pull his plug? alt-f4 his process? nope.. he used the built-in game mechanic where his ship is "vulnerable" for 15 seconds. Is there any actual risk? no.. none.
Even if a crazy murderer was doing the interdiction and was going to fire on you right away, if you did your graceful logout the moment after you FA-off + Boost away after an interdiction... I don't think any ship is going to get shot down inside the remaining seconds after the interdicter corrects his ship spin, orients towards the target, and starts to attack.
Now, how is this REALLY different from a trader that drops into his home system's star to finish a trade route... spots a pirate or killer in SC...
instantly logs out, logs right back into solo, and finishes his route there, risk free? I don't see any difference.