I do agree completely with OP.. and oddly enough, also with pirates, who feel being able to actually pirate, is a contest of disable, destroy or target runs.
This is what IS needed:
- Weapons designed to TEMPORARILY disable a ship. We could have a choice of various warheads for those cargo hatch disablers. A systems scrambler which temporarily disabled the ship, but could be stopped by ECM (quick reaction required) or shot down by auto defense turrets, would not give too much of an advantage. Trick here, is to make sure defensive systems aren't too effective, so sometimes it works anyway. To avoid Disablers being abused in normal combat, the effect could be completely negated if hit by anything else than other disabling devices.... hitting it with anything else, could cause the attacker to get a feedback and get disabled themselves. (Scientific explanation; any energy beam, missile or even bullets leave a quantum trail in vacuum and the disabling field will travel along any such path. Only disabling devices are specifically constructed to avoid this.) With wings coming up; a pair of pirates could overwhelm defensive systems with the amount of disablers running.. or fail miserably because the target had friends.
- Disablers could exist in multiple variations: Fields of some range, that makes it harder to jump away, but not impossible, limpet drones that disable ships, as mentioned above, and other useful devices.
- Such devices should compete for space with other useful devices, like jump trackers. That device is for bounty hunters and is one of the things that makes people feel griefed. You cannot actually escape.. just sc, interdict, sc, interdict, jump, being followed, interdicted again... in the end you submit because you are tired of being hounded. Pirates would not need this device, if they had the ability to rob you carefully and gently. Isn't piracy all about having to find a new target, if you lost one? Not to hound it to death.
- Robbing a ship this way, should grant piracy points (planned), as long as the target survives. Piracy points would be a way for the Pilots Federation to award pilots for preserving life; not as much encouraging piracy, as discouraging murder.
- Making fines for piracy only, relatively small, while murder fines should always be great. Edit: Oh, and permanently disabling a drive should be a murder class offense.
Then there would be no need for the other changes. Players can still run. Traders choose their defenses. Pirates choose their measures. Make it a contest of skill, technology and choices. But do remember this; Hackers and pirates have one thing in common: They design the attacks that normal people have to defend against. Pirates should have a higher chance of success than target, but not so high that it becomes anything like a certainty. Pirates should brag about managing to take the cargo of that heavily defended castle of a ship. Traders should brag about narrowly escaping that exciting encounter. And both should brag about ransom.
"It was only a cobra anyway. We agreed I'd drop 30 tons. What was the rest of my cargo to him?"
Being able to "Hold down" the target ship, knowing it will take them more than a couple of minutes to spool up their drives, because you have deployed an SC jammer, is what enables that conversation. You stay within 5 km, they can't jump. NOT because drives ALWAYS take that long to spool up. Oh.. and any system should have a counter... even that one. But it could take up a valuable internal slot.. a big one. Yes, you can spool quickly.. but at the cost of an appropriate class slot.