The problem is that traders have a ton of things at their disposal, shield cells, boosters, turrets etc. Whilst they might not be the best they would work if it wasn't for the massive downside and that's the jump range and the effectiveness of said counter measures.
I know from experience that even if I did max out a T9 with boosters and cells I wouldn't be able to jump anywhere due to weight. The trading ships need a pass on fsd distances to encourage traders to use counter measures. I expect this would put us back to square one though as traders would still min/max on jump range and profits although it would give less excuses to dying.
The other problem is things like mines and missiles which are pretty much designed for traders (torpedoes for example) were nerfed against shields making them useless.
Regarding bounty hunters there are no tools except the wake scanner which is useless due to high wakes. You can't use them in supercruise so you can't effectively follow a player. Regarding piracy tools, limpets are awful and noone uses them. Shoot out a ship's drives (npc or player) and then attempt to attach a limpet, extra points if your victim has a point defense. There's no encouragement from the game mechanics to use them.
There's no easy solution and it's a combination of game mechanics that bring the problems for traders, bounty hunters and pirates.
Well, thats actually what I was referring to. All of these modules we have at our disposal are pretty much for everyone. Everyone can use them in all situations. ( I say "all" but I mean "Equally")
I was actually talking about alot of the ideas out there for new modules and things. For example, an EMP for pirates to shut down a ship's drives without damaging them. Well, I would love to see something along those lines, but Traders would need Special shielding, or an EMP Resistant Shield Variation. Costs extra, Weighs more, but protects against EMP.
Booby Trapped cargo that explodes upon pickup. Everyone can use this in all situations. But traders could really benefit from this. Pirates would then need their own version of a Cargo scanner that can detect both cargo and if there are traps inside.
All I am getting at is along with game mechanics, I think that the number of modules and variations of modules would really go a LONG way in helping out all classes and making each encounter a very uncommon or even unique experience.
Imagine if each role had 10 separate types of modules that could possibly be used to help them ply their trade, now imagine if each module had its own variation depending on "X" - Traders could go into interdictions more confident of escape, and Pirates could go into them ready to put their skill to the test for the bigger payouts. Experience would play a factor in these selections. LUCK would also have its own section here.
Dont get me wrong, the black market needs a serious overhaul. Smugglers need some serious love. Piracy could really benefit from Increased NPC Cargo value. I believe all of this needs attention. I just think that the "content" side of things could be vastly improved for everyone as well.