Maybe just me but I don’t just haul A to B when doing AB hauling sessions. I take some source missions and/or couple low ton delivery missions. This will generate (4) named enemy NPCs, per mission - one at a time till dead or mission turned in. But each mission has different set, so if I take half dozen missions, I will have chasing me at 6 at one time, and in many interdictions 3-6 all drop in at same time.
makes the hauling lively and not the zero interaction that some have described. Even hauling with no missions will spawn random pirates since Fdev seems to code in an automatic detection of 1 unit of biowaste or better = pirate npcs.
i run an armed trade cutter or anaconda - never evade, just allow the interdiction and have fun plus extra credits for killing the NPCs sent after me. Unlike pure random npcs that spawn whenever carrying any cargo, these mission generated NPCs are my combat rank or higher, and almost always in anacondas, fdls, t10, etc.
i don’t think ppl commenting hauling is boring with nothing happening but going back and forth between A-B has ever done much hauling or they’d know this.
It seems you are confused here. The AB trading people discuss here isn't about missions, but about tritium trading. As you can read in the OP, there is virtually zero interdiction happening in dozens or hundreds of runs. Your story is yet another example of why this is broken: AB missions earn far less, but indeed are more challenging and demand more skill. If you'd make a list of the most challenging activities and how much they earn, you'll find an almost perfect inverse correlation. The technical term for that in game design theory is 'no bueno'.