I have not survived a year knowing nothing about pip management.
As for combat techniques, a weaponless trader Anaconda does not use combat techniques. I know every escape technique in the book and they are no longer as effective as pre-engineers.
The AI does not need to be neutered. Just not give them power the player does not have or defy physics.
Interedictions require the interdicting ship be BEHIND the interdictee. If I'm flying to escape a star 90 degrees from it, where is the interdicting ship?
Behind me supposedly. Even closer to to the star than I am, or inside it, or behind it. Yet, the AI interdictors seem to suffer nothing from it and can slug my 4 pip 170% shields down to nothing in seconds.
This defies all reason.
My advice to traders is switch to combat or go exploring as far from AI as you can get.
-Pv-
have not traded much since returning with 2.1, but used to trade a lot and still own my Space Cow.
you forgot to add NPC bizarreness like: (affects all players not just traders, but really sucks for pure haulers)
1. Seemingly incredible low cool down down or no cool down time. NPCs interdict, you submit then boost out asap when your fsd cool down charges, yet NPC is right back in space interdicting you again with either no or so low cool down it is same effective thing
2. It is not just one NPC interdicting multiple times with less cool down than players who interdict, but multiple NPCs that can chain interdict you half dozen times on way to station in same system. Does not happen all the time, but enough times it seems like FD never really tested how new interdictions plus new NPCs affected non-combat players
3. My favorite NPC cheat - the magic teleport paradox: say you decide to add some delivery or sourcing missions to rank up some factions while you trade on that same A-B route, you get interdicted by that mission NPC who you eventually escape and jump away from....only to find him waiting in the system you jump to, saying 'oh look, there's the ship with the huge haul I've been looking for..."