They possibly have a couple of issues then.
Firstly, to make an interdiction worth fighting (engaging with the mechanic), they have to make it work reliably. I don't think it's there yet, at least for some players (myself included), who get a wildly shifting escape vector which is not possible to follow. This has been the case since the 1.4 change, and while I admit that I don't bother with it any more, so it might be better, it must be reliable if they are going to force it on players and have punishing results if they fail.
Secondly, I really think they may be approaching it from the wrong angle. In some of the demos of 2.2 gameplay, they showed a ship losing an interdiction and losing 2/3 rds of their shields. It seems to me they are going the wrong direction by making it more punishing to lose an interdiction, and they would have much more chance of getting currently reluctant players to engage by punishing the interdictor / aggressor, and giving the 'victim' some kind of small advantage.
As I have said, I never bother with the actual mini game, but I do (often) fight the ship interdicting me once I've submitted. Of course, If I'm doing a smuggling mission, I will boost, chaff, silent run to avoid being scanned, and the mechanic needs (IMO) to enable players to still do stuff like that, and being magically prevented from waking out won't help in such situations, and stands to potentially limit things that players want to do in the game.
This is what I meant.
I still think the penalty for failed interdiction should be equal to both parties, though. But not excessive in either case (otherwise, why would anyone interdict when it causes prohibitive damage to you when you win).
If the mini game works and doesn't glitch, that's the first requirement met. Following that, we need a tangibly recognisable security rating system. High security should mean high security. And the security level must (must!) be prominently displayed on the hud before you jump to it and whilst you're in the system. If you're about to jump to a low security system then that should be very obvious, without needing to micro manage the galaxy map.
I'd even go so far as to say that the route planner should have the option to only route through high security (or low, or anarchy, whatever you want).
If high security systems provide high security then suddenly you give a whole new raft of game play options to both traders and pirates. I'm thinking, lore wise, all traders are provided a security escort in SC on shipping lanes, so any interdiction is immediately responded to, spawning a very, very deadly force with you when the instance loads. But that presence drops off in medium, low and disappears in anarchy.
With that, traders can choose to take a slower route to their destination and only trade to and from safe systems (limiting their options) or go through risky systems and take the risk or equip the ship to defend itself.
Pirates can choose to route to only low security systems to ply their trade also. Or they can take the risks in higher security systems.
Then it would be totally acceptable to give aggressors an FSD inhibitor of some kind, that only works if your target submits. Obviously, such a module would need its own balance and consideration to be fun.
Oh and all high security ships will be equipped with FSD inhibitors by default, of course. So the pirate will need to be capable of defeating that force. Swings and roundabouts.
Also consider that smuggling would follow its own set of decisions. High security and losing an interdiction = high security scans

so what route do you take?
All that is a huge amount of development. But it would be so worth it.