The problem with high-waking (I hate that term but it seems to have entered the lexicon) is that a well-equipped pirate wing is going to have at least one wake scanner and will quite possibly follow you and attempt a second, less forgiving interdiction. Even if they don't, there's no guarantee you haven't gone on a KOS list. Either of which breaks the defacto covenant between predator and prey, and leads to actions being dictated by player behaviour and not by in-game logic. Again, it's bad game design leading to limited and divisive player actions.As someone else said: you can ALWAYS avoid getting killed as part of an interdiction by simply selecting a neighboring system and hyper jumping away. You cannot be mass locked when trying to hyper jump; it only applies when trying to enter local SC. So traders should be able to escape pirates 100pct of the time. Pirates won't like that, of course, but it really is that simple.
I know FD are on the record as saying that the lack of mass lock for hyperspace jumps is by design, and it does sort of fit with the earlier single-player Elite games in which hyperspace suffered no mass lock and either took 10-15 seconds (Elite) or was instantaneous (Frontier / FFE). But in multiplayer ED, where supercruise and hyperspace are both features of the same FSD engine, it still feels to me more like a bug than a feature. But it's one that has alas been retroactively embraced by both players and developers. There certainly wasn't a sniff of this in the DDF proposal, where hyperdrive charging time was stated to be limited not only by local mass but also by incoming weapons fire.