I know I'm slow to the party but this is a good idea. Do it!
The better solution is what some have advocated (including me) - simply increase the logout timer or the time your ship remains in game after menu exit.
Currently, Open play has two high success rates means of escape:
1- immediate submit on interdiction, boost, high wake FSD --> because mass lock does not inhibit high wake jump + immediate submit = minimum FSD spin up
2- menu logout via FD approved manner (timed menu, not Alt-F4)
Long as you run an adequately shielded build, #1 actually has as good or better rate of success -even in pure trade ships - than #2.
The problem is more players complain about #2 than #1.
And some players go further and complain about -any- means of escape as reasonable.
I advocate open = accept risk of being fired upon, take some hits, but have 1 or more chances at viable escape
I suggest high wake escape is too easy today (yet people oddly complain more about the menu logout). My suggestions to allow viable escape but still some reasonable chance at danger for players is
a) increase timer for logging out if weapons have been fired - this provides players who want to run immediately better chance at escape, and those who returned fire to accept the consequence for battle
b) increase timer between minimum FSD high wake recharge even if no weapons fired because frankly people who think combat loggers get away too easy are missing the point that it is easier to high wake escape as logging out means sitting duck for at least few seconds while high wake = boosting at all times while waiting for high wake timer
*this will be controversial though because it adds jump-jump-jump time for people wanting to chain jump (e.g. exploration, trade jump chains, etc)
alternative therefore is only increase high wake recharge timer for those that deploy or fired weapons. This would allow those that want to immediately run the very high success rates we have now, but force those that accept combat to take consequence of their actions.