From reading the earlier posts, the problem to me is not the ability to high wake, but that the mechanism to track high wakers, the wake scanner is not functioning as intended.
The solution is therefore to revisit the workings of the wake scanner so that it is effective at tracking people in different instances.
I would also look at the option of having it follow someone who high wakes then drops down into regular space.
for example. People who high wake to another system and then undertake an emergency supercruise dropout should be automatically traced by the highwake scanner into that regular space instance. This then enables the pirate or bounty hunter to continue to hunt.
It may also be possible to introduce a mechanism that when interdicted, if you then surrender that interdiction you get the normal cooldown period allowing you to jump out, however on reaching the following system you have a longer than normal cooldown period, before you can undertake a further jump.
We have already seen Frontier do some work by making it easier for smaller ships both to undertake interdictions and also evade them.
By adding something like I suggested, it gives both predator and prey an incentive to vary the use of ships and tactics. This creates more emergent gameplay and makes for a more varied game.
The fact the clipper has become the defacto pirate ship, and pirates appear to feel it is necessary to travel in big wings to be effective, is a sign that something needs looking at.
I remember both the first community goal at Yembo. It was thrilling being pirated, people then had different ships and there was no wings, just one against one, with occasionally people having friends who would follow the low wake to either help their pirating colleague or chase off a pirate attacking a trader. I was avoiding interdiction, being interdicted and fighting, sometimes running , once dying, once being saved by an unknown hero in a viper, which allowed me to limp back to base wiith the canopy shot out and air running out.
Move forward 9 months to Kauspoos and I got interdicted by a wing of 4 code members. They were perfectly decent chaps, as I chatted to them, however I could not help feel some pity for them (Stockholm syndrome???) at having used up a full wing in an attempt to pirate me in my Explorer Asp, only to discover I had but a few tonnes of copper in my hold.
There are two ways to look at this encounter, ganking if being negative, (however they didn't just blow me up for lulz). So I didn't really regard it as that. Alternatively it could be seen as the pirates treating it as the only method with a worthwhile chance of success. When you think about it, four clippers for one Asp is terribly inefficient. This then shows that something may be wrong with the tools piracy has to operate from within the game. The "ganking" pirates are a symptom, not the cause.