(Note to the OP: change your font color in the OP: too much is obsured and hard to read.)
Back to the point of the OP and this thread, it's really really really really really simple: In Open mode, there is too much risk/pain/cost and not enough reward to balance against that. It's a balance issue that revolves largely, but not completely, around two things that are entirely under FD's control (not player control):
A. Repair costs for larger ships are insane. If you have larger than a T7, gettting forcibly interdicted alone will ding you for 10% damage, even if you get away. That's a prohibitive repair cost for a commander who wasn't looking for PvP at the time. Likewise, potential loss of cargo (or your entire ship) to a pirate is an enormous loss. It's not a "fun" or "thrilling" little "sting" of defeat: it's being mauled by a bear and ending up in the hospital for 3 months with a bill that will take you the rest of your life to pay off afterward.
B. Docking queues in Open mode are maddening.
Now, even if FD address the above two inhibitors to open play, you're still stuck with the actions of griefers. I will probably never play Open mode even if the above two issues are fixed for the same reason I will never play ArchAge. ArchAge is fundamentally flawed in that traders take ALL the risk, and bandits/pirates take ZERO risk. In Archage, you spend lots of time/effort/cost to assemble a trade pack and then journey across dangerous territory to sell it at a profit. Meanwhile, any "pirate" with rags on their back can attack you, kill you, destroy your expensive ship, and steal ALL of your cargo and sell it themselves for pure profit.
Sound familiar? Yep. IMO, that's a fundamental flaw in ED's Open mode too. Honestly, FD needs to go back to the drawing board. The only way to overcome this current glaring design flaw is by somehow making the _reward_ for traders in Open mode balance with the risk. I could think of MANY ways to do this:
* You could simply make trading in Open mode significantly more profitable than trading in Solo mode. For example, the current time-gating for trading is roughly 8000 cr/ton/hour, on average. So why not leave that figure the same if you're playing in Solo mode, but increase that by a factor of 2x in Open mode? (16000 cr/ton/hour)?
* Or (and) you could have a simple mechanic in Open mode only, whereby IF you are interdicted by a real player AND you escape, you earn 200,000 cr. Not only that, but the 200,000 cr is actually deducted from the other player! If they don't actually have 200,000 to lose, then at the very least they are busted back to a Sidewinder and 1000 cr, and you still get your +200,000 cr anyway. Then sweeten the pot even further by making that number 400,000 cr if you actually fight and kill the interdicting player pirate.
Those are just two ideas. And the 200,000 cr is just a sample number: it could/should scale depending on the value of your current ship (you shouldn't win 200,000 for escaping in a Hauler, for example). The point of the second idea is to make it a _significant_ risk for player pirates to attack another player. And to _significantly_ reward players for dealing with the hassle of being interdicted and attacked by another player. And you have to make the penalty for pirate-attacking another player very harsh to prevent gaming the system between two or more cooperating parties.