Fair enough. Most properly built ships can flee.
But a new player in a non engineered ship is toast.
And anyone in a ship optimized for exploration or maximum cargo, or cheap modules is probably toast, too.
The point stands, a ship built for combat has a massive advantage, and can force other ships to do something they're not fit for.
That's as fair as forcing a PvP fit ship to mine 100 tons of cargo, or fly 1000ly, or haul 300 tons 100ly.
Shouldn't it be quite obvious that a ship optimized for combat will outmatch a ship optimized for exploration in a fight? I don't think that is a problem. Loosing exploration data from a long trip sucks - I can sympathize with any explorer loosing a ship after a long trip be it by accident or to an attack. However: the explorer knowingly took a risk by min maxing a ship solely for jumprange and obviously made a mistake if he lost his ship in an accident or by choosing a dangerous destination to sell data if he lost his ship to an attack.
The danger for an explorer to loose his ship in open is nearly nonexistent if he's not planning to drop the data in either shin or deciat. ;-)
The miner and the trader also traded safety for profit, and will not loose nearly as much as the explorer. Imo he can afford to pay for his mistake. My mining ship for example has 256t of cargo and is a tough nut to crack. I'll need more runs than a build maxed out for cargo, but I'll most likely will deliver the load to the max buying system without being blown up.
I'd like to add that I don't find 'ganking' to be a very interesting gamestyle. It does add spice to open for me though and I wont judge anyone having fun doing it. In open everything goes and this has to be accepted by a player clicking that button, just the same as I do accept that bgs and pp can be influenced by solo and pg players. Im fine with both personally.