The interdiction mini game (when it works) works in favour of the more agile ship, which is going to be the pirate (unless it ignores a ships flight characteristics), so the 'escape' mechanism is stacked in favour of the pirate.
Im not saying the fsd cooldown should not perhaps be adjusted (though I think there are better ways to design this mechainc overall) but you're conclusion is, IMHO, incorrect. There is nothing fundamentally broken, unless you work from the priciple that the pirate should have a game mechanics advantage on top of the inherrent advantages they 'should' have by being a smart pirate.
Yes it is stacked in favour of the more agile ship. They're going to pull you in most of the time, one way or another - which is what happens now. All I'm suggesting is that if you're going to be able to high-tail it fast after the interdiction ends, that's something you should earn by doing a halfway respectable job at trying to escape the interdiction, rather than by doing nothing. That way the skilful pirates do better than the un-skilful pirates, and the skilful traders do better than the un-skilful traders.
Right now, nothing is fundamentally broken, unless you're working from the principal that a game should be about a relative measure of skills, rather than about one team learning a simple trick that works every time and that's the end of the game.
It isnt about justifying my gameplay, its about rationalising and using a perfectly acceptable game mechanic to my best advantage. As for intent, i can never be sure the person interdicting me is going to be playing the 'drop some cargo and i'll let you go' game, or the 'im just gonna blow you up' game, so i'll err on the side of caution and run. As for the mini game, not even worth trying in a type 9, and there is no way im going to take the better part of a 1mill credit hit for attempting it and failing. So i'll happily continue to make use of the current system while it lasts, and if they change it to the point i'm going to loose money every interdiction, i'll swap my type 9 out for my python, run less and kill more.
That's not quite the intent I'm talking about. Yes, you don't know what the interdictor is going to want, so the best thing to do is to run. If you want to run, the best thing to do should be to run, not to stop. As the game designer, if I'm trying to work out whether you're looking to escape or looking to fight, stopping should be your indication you want to fight.
So if the two of you have signalled you want to fight it out, I should handicap neither of you with a loss of control, and set both of your cooldown timers really high so no-one can wuss out. I should do that because for two player that have declared to me, the designer, that they both want to fight - the interdictor by starting the interdiction and the interdictee by submitting - that's the best fight scenario. Two men enter, one man leaves, Thunderdome!
If you want to run, you should run. You're unlikely to escape altogether, but by drawing out the chase, that's how you should buy yourself the short cooldown to jump out again. This can be rationalised anyhow you like, and mechanically it makes sense. Right now, if you want to run, there's no point just trying to escape the interdiction because you won't ever actually get away, and you'll be punished for trying. You shouldn't be. That's broken too. That's what's currently forcing you to take the route you are. Don't get me wrong, I'm not saying you should be trying to play the interdiction game as it is now. That would be madness!
I understand if you want to keep things the way they are because it means you always win. Almost everyone does. Personally, I don't trade much and I've never even tried piracy, so I don't really have a horse in this race. All I see is an obviously broken gameplay mechanic that punishes players for trying and failing, and rewards them for not trying at all.