Yes, of course an average T6 hauler cannot hope to kill a pirate, a T6 is almost always going to be reliant on, either carrying cargo that nobody would want to steal, operating routes that do not pose pirate threats, or failing that being able to hold out until the police show up. There is nothing wrong with that, if the game gives the player the proper tools to be able to effectively manage their risk level. That is where the idea optional combat should come in, not the current B/LW/repeat mechanism we have at the minute. This is all totally do-able with rules in game.
Take for example, requiring police intervention. Once a pirate has been engaged by the police that should be the end of his threat to the player, the pirate should be left with exactly the same options the player has when the odds are that far against them. High-Wake or Die. Attempting to Low-Wake and interdict the player again should no longer be on the cards, the police should just do to him exactly what is happening to players at the minute, chain interdict, or in the case of my earlier suggestion, rip the guy out of super cruise and blow him to pieces.
But the hauler should need to be equipped to be able to survive this sort of encounter, they should at least have a shield, preferably one with sufficient mass coverage that it doesn't immediately collapse. They defiantly need a turret, and the skill to be able to keep an aggressor making evasive maneuvers and not just sitting there with a firing solution, wrecking the player before the police arrive.
But we saw during the AI buff at 2.1, a subset of players will not do that, they feel entitled to take Elite level missions, or haul Palladium through Anarchy systems, and I paraphrase "I'm not fitting a Shield Booster, I'm a hauler not a combat ship!". Just as we see here, with complaints about chain interdiction's, despite the multitude of exiting ways they can stop them happening, they wont, they will just complain about it until F-Dev does something about it. And as such the players who fly sensible builds are left with a rather mediocre game experience, just to cater to the min-maxers.