Engineers balanced the gulf between traders and combat ships. Most traders just can't see past their credit per hour and won't adopt basic evasion skills let alone waste their time engineering a trade ship that can blockade run.
FDev have given traders the chance to engineer ships to defend against engineered PvP ships, trouble is most traders couldn't be bothered and just want eurotruck simulator in space.
There speaks somebody who was engineering anyway. No particular hardship if you're chasing the RNGDragon anyway to take an extra hit or two in order to shine up a trade ship.
My trade ships already had guns, armor, uprated drives and shields, boosters and defensive modules. They weren't combat ships by any means but they sufficed to give the occasional overconfident pirate a hard time and get away from anything I couldn't shoot down. Not always intact, to be sure, but apart from the bugged multirailcannon NPCs that briefly appeared at teh same time as the engineers did I usually got out with my ship unexploded when I decided to vacate the premises. They also hauled enough volume that I could afford a little bit of a "pirate tax" and still make a profit.
Then the combat pilots found engineering metas and they embraced the RNG grind the same way they embraced grinding the "best" hull and module configurations earlier. That was an obligatory part of their game style - it was already necessary to grind in order to have a build that could hold its own in straight combat, maybe not so much for piracy because you at least made a little coin from that, but for straight PvP combat definitely. Engineers just meant they had to do more of it for the new shiny stuff. And let's not forget that the vast majority of engineered options - pretty much all of it in those early stages - was combat kit.
This unbalanced combat badly. Because of the greater capabilities of combat kit FD chose to buff the survivability of ships. They did, and that, my friend, that was what effectively killed piracy.
Engineers didn't balance anything between pirates and traders. It did nothing for the viability of the pirate profession, it slaughtered it.
Now, when a player pulls you over in open you never ask yourself "is he a pirate or a murder-hobo?" You just know he's a murder-hobo. I haven't seen a player pirate in over a year, but I've been shot at by players a hell of a lot. I don't even know why I bother hauling the weight of the guns or spending the power to run them and not another shield booster, because I just get out of there and don't ever consider whether to pay the tax or make a fight of it. I've got real good at evading them in SC, winning the interdiction game or just simply high-waking out.
As a trader I'd LOVE to have more than eurotruck in space,
and I did until engineers landed. But if eurotruck in space is all that the fallout from the engineer implementation has left me, then I guess that's my game now, so why bother playing it in open?
So don't you DARE claim that engineers balanced the gulf between pirates and traders, tell me I "want" to only play eurotruck or tell me to "git gud" - because I AM bloody good at what I do in ED and I'm pretty hard to catch and harder to kill. I didn't mind being a pirates "content" when they had an even-money chance of being mine. I didn't even mind making mistakes and finding myself facing the inevitable hard fight and probable rebuy when I got jumped by a wing of folks who were only after the kaboom. They were still going to have to earn it! But with the pirates gone, so are the armed traders prepared to be the other half of that ecosystem - because there isn't any point. If you can haul enough to cover your repairs, your reloads and a few rebuys, you aren't going to stand a snowballs chance in Hades trying to mix it up with a combat-engineered ship so unless the pirates come back, in sufficient numbers that they may not outnumber the pewpews but at least there's a reasonable chance that a hostile hollow blip IS one,
neither will their content.
When it's possible to build a reasonable armed trader that stands a fair ("fair" is enough, not even "decent") chance of surviving a scrap with a viable prate build, without completely sacrificing the trading profession in the process. When that pirate build stands a similar reasonable chance against a combat-optimized bounty hunter and both of those balances work together, you'll have viable piracy again and probably more traders in open willing to play tag with the pirates. With the current RNGineering metas I don't see that happening but until it does nothing that FD do with C&P, karma, or anything else will make a blind bit of difference to piracy.