The core issue isn't a "KWS Scan", the issue is this :
- an Interdiction is merely a fine and does not yield Wanted Status
- engaging anything before the basic Ship Scan (lower Left HUD - Name, Shield Status, Clean/Wanted) is resolved will result in a Fine (Wanted Status, ~8 Mins timer, Clear on H-Jump after timeout)
-> continuing the Attack under such circumstances will incur a Murder Bounty (several Days Timer)
Those ~5sec for the basic Ship Scan (ID) is needed for any engagement, unless fired upon and hit first (this will auto-complete the Ship ID, thus no more basic scan needed when returning fire in defense).
What I found is the following nasty issue :
NPCs (even scanned/Wanted ones) deploying a Fighter will deploy an unscanned Ship - hit that one (stray fire or before basic scan) and you'll get the same Fines/Bounty.
Just now I'm sitting on one of these, as (it seems) my own Fighter engaged a freshly depoyed Wanted NPC's Fighter (it was clearly marked in Red visually and on the Scanner).
Within seconds I received 2 Fines for the "unwarranted attack" on that clearly hostile Fighter, which was launched from a Wanted and Hostile (already exchanged fire) NPC mothership.
So there's some issues remaining with the whole concept, the newest one being those deployed Fighters requiring that basic Scan (and that's not a concept yet for our own Crew NPCs).