I do not agree with this statement. I didnt get interdicted all that much... Only twice. I have 4 pips to engines and i submit. First second i get interdiction notice i throttle to 0 then whil i get visuals of stopping i throttle up to max and boost. they usually dont have a chance to shoot even once. Other option is to pay attention to scanner. if u have someone lining behind you u drop out of SC. if its NPC he wont follow. If its player then before he drops your FSD is back online. and u can jump to any system.
If you are worried that you may get rammed while docking then u can also sort this out. What i did was travel without shields. On the way back i picked furthest outpost with docking bay and outfitting shop. I docked there and picked up shields. And then went to my home system.
Same on the way out. u can fly in populated with shield and sell it in last station out.
Depending on the ship, particularly the ASP, having shields takes away a negligible amount to jump range, usually around 0.2LY (out of around 34LY).
IMHO, it's not worth the risk for such a tiny "benefit" seeing how the NPC interdictions are up significantly now, and they can take potshots at you that
do hit even while you try to escape, and if your hull is already low, one of those potshots could do you in.
Don't forget that you can significantly undersize your shield to match the mass of your ship, I have a class-3D in my ASP (only 2.0T), which although useless for combat, is perfect for deflecting potshots and absorbing docking mishaps.
Didn't think to disable it once I reached around 500LY+ out of occupied space, not sure if it has a significant impact on heat generation.
Generally speaking, I've changed my routine to enter any system at zero-throttle, and surface-scan the star while doing a long-range discovery scan, then throttle-up and scoop/explore/leave. I've been bitten too many times by White/Brown Dwarfs pulling you out of supercruise to risk it any more, and the ASP seems to build-up heat at an extraordinary rate compared to a Cobra, or even Adder. (Did 20,000LY in an Adder, and 6,000LY in a Cobra before it died during unattended low-rate fuel scooping..

)
Lastly, the biggest change you can make in an ASP to improve your jump range is to drop the fuel tank from 32T to 16T. You have to scoop more often, and be a bit more cautious about fuel levels, but the impact is
very significant. Also, if you get a class-6 fuel scoop you can fill it in a matter of seconds!