While killers obviously exist, FD have struggled to make trader ships robust enough to survive a few shots to allow disabling them. If it was easier from the start (and had hatch breakers from day one) a lot of accidental destruction would have been avoided.
Well, sort of. My trade ships have always been robust enough to survive a few shots. And then a few more shots for good measure to ensure that I can escape with full cargo without being disabled.
A shield-hull balance much more in favour of hull would have been needed across the board.
And as I said, if the game revolved around traders / miners who control all the wealth, they can both withstand losses and make money unlike a bounty hunter or pirate who rely on traders. By making things expensive only the wealthy can own top end ships, while pirates cannot, meaning C+P is more effective.
This assumes that everyone only does one thing, though. Trade to get money, pirate to spend it, would become the approach. Piracy and hunting need to be profitable professions in their own right.
Lovely as that is, unless there is an unwinnable state you can't force someone to drop cargo, because they'll just flip the table.
Piracy shouldn't need to rely on the trader voluntarily pressing the "dump cargo" button. The mechanics would need to be set up so that:
- trader is trying to escape and will probably succeed in doing so with their ship (mostly) intact
- pirate is trying to blast a large enough chunk out of them to release plenty of cargo before they do
No need for comms beyond the implicit "You are being interdicted, this is a hostile act, prepare to fight or flee". Trader doesn't need to care whether this is a "pirate" or a "griefer" because from their point of view both will open fire and try to do large amounts of damage to their ship.
The big catch with getting a pirate-trader ecosystem to work is that it also needs to work both ways in PvE. Player-player encounters are just generally rare, in most systems, so if the NPC pirates are pushovers then it doesn't really matter what the player pirates try to do. That would be the really big change - if traders expected to take some losses to piracy (in the same way that bounty hunters expect to pay a bit for ammunition) as part of the career, then it might be workable.
It's obviously far too late to change Elite Dangerous to being that, and given the role of pirates in previous Elite games I'm not sure it'd necessarily look much like an Elite sequel if they had (because "armed trader fighting off under-equipped pirates" is so much of an archetype)