You could also argue that a trading ship that's loaded to the teeth is a poor trading ship.
Lightend the ship up, downsize certain modules and get a drastically improved jump range.
All you need to be able to do is jump away from an interdiction...how cares about a few k bounty when you have a hull full of millions in profit.
I tried that, at one stage.
I started off fitting my Cutter with minimal weapons "just for defence" but then I found myself getting into fights I couldn't finish.
After that I figured I'd remove all the weapons from it, to remove any incentive to get into fights.
Then I did a couple of CGs where I got chased by a lot of ant ships (Cobras, Asps etc) and it was irritating to think they could inconvenience me when I could smoke them with ease.... in an armed ship.
So, back to guns again.
At that point I started to realise that the difference, in speed and jump-range, between a completely unarmed Cutter and a properly armed Cutter is negligible.
I mean, if the guns and required PP/PDist knock 2Ly off your jump-range it's probably only ever going to add one jump to a journey - if anything.
Unless you're making regular deliveries between, say, Sol and Maia it's not going to be as much of an inconvenience as getting chased by an outlaw in an Asp is.
Let's face it, if you have got guns, you can still choose not to fight.
If you haven't got guns, the decision isn't yours to make.