Never actually flown a Type-7, but I did once escort a player in an unshielded, unarmed Type-7 in my armed Type-6 those were the days just after wing bonuses.
Some people play in pseudo "iron man mode", so do not and even have ship destruction as part of their plan (its very viable in a Type-6 for example).
Just some tips, I did spend 2 weeks in a Type-6 doing gun running against players (i.e. every interdiction is a big bad ship, often with mates) last year so have some thoughts for you.
Boost, Boost,Boost in a straight line and then Jump is not always the best tactic, so do not put yourself in the position of being your only tactic. .It depends on the baddie!
1) Before you even get into supercruise understand the risk form the system's security levels, look for factions in states that indicate more crime such as lockdown etc. It may be a suprise to you, but hauling into the middle of a conflict zone comes with more risk than hauling to nice profitable systems in an economic boom.
2) When you arrive in a system for the first time in the day check the pending status of the factions - anything yo need to worry about in the future?
3) Always begin by trying to win the interdiction mini-game
4) Try to have a high wake target rather than your station selected - certainly in a Type-6 when just about everything having a go at you also mass locks you. You know which planet your aiming and sometimes you will not have time to select a target after being interdicted, so aim and prepare your escape route. I was reminded of this - this very weekend when being a rebel in Anlave.
3) When interdicted in SC the attacker will go red - have a button bound to next hostile or similar to immediately select them. See what they are!
4) Based on what you see decide to fight or submit - why submit if they potentially as fast as you, can mass lock you? If your lucky you may know their combat status as well at this point.
5) If you lose or submit, the next thing to decide is which direction to run in. Sometimes with the bigger ships you are better off using FA-off to turn and boost past them, as they take an age to turn and you will get more distance that way.with only secondary weapon hits - It depends on how combat the ship is, your own pitiful turn rate, and whether it mass locks you or not. The higher the combat rating the more chance of railguns or better.
6) Assuming you make it towards your destination station as you get close to the planet or planetary system take a look at the NPCs around - decide when to change your target from your high wake escape system to your actual destination for final approach go past the planet if the potential baddies are behind you, having a next target button bound lets you go through the other ships in the game. The targets tab on the left panel lets you quickly see if there is anything really bad (heaviest ships at the top).
Also:
Always have chaff, shield boosters, and cell banks even on a trader if you want to run - you need to equip the ship to perform the role - guns are optional and it may be better to use the weight elsewhere to aid in running. The alternative is accepting some lose of income to pirates. Depending on where you are the latter and the state of the minor factions, it is sometimes the right choice. The situation can change in a system so keep an eye on it.
When running away try jinking a bit something like FA-off, yaw left, roll left with up thruster to make a circle movement is fairly easy to start with.
Simon