Possible Solution that both Traders and Pirates could agree.

Problem with that is no trade ship would be able to release from the tether you suggest. Every ship out there is as fast or faster than them.
Yes, but if they are in an area with any amount of security, then police vessels will show up after long enough. Some balancing to make it so ample police support shows up fast enough in high security areas would help a lot with this. Things like npc wingmen could help as well. Typical pirate ships are faster, heavier armed, and more agile, so I am not sure running should exactly make the most sense as a tactic.
The biggest problem I see with this is that it gives griefers a lot more power. With this it is very possible for them to just interdict a trader and hold them there, or for them to kill a trader just because. A better system for dealing with criminals would help with part of this. Things like more effective police showing up when someone commits a crime, and highly skilled npc bounty hunters chasing down players when their bounty gets high enough. For dealing with the less murderous variety, perhaps an overhaul to the crime system would be in order. Interdicting anyone without justifiable cause, such as them being wanted, is a crime. Perhaps just a fine, but a crime nonetheless, and enough to get police to come over, or allow the interdicted player to attack his interdictor with impunity. I think the more serious effects my proposal introduces merits such changes in the legal view of interdiction.
 
The decision of traders to submit to interdiction is not a knee-jerk as described in the OP.
It is a necessity caused by the fundamental failure of the mini-game to function reliably (as reported by many users), which is by far the worst feature of E: D.
Trying to evade will most often result in a "successful" interdiction whatever the two pilots do. It is not based on skill, unfortunately.

Many traders thus have no option but to submit, and then choose whether to stand or run, because they will be cheated by the software otherwise.
Suggesting "improvements" based on the interdiction mini-game is quite pointless.

In my opinion, if FSD cooldown periods are to be lengthened, then the result of a successful indication should put more distance and variable aspects between the aggressor and its target, to allow for tactical manoeuvring by both parties.
To expect a victim to appear stationary and 3km directly in front of the interdictor lies very much on the easy-button side of desirable gameplay.

It works just fine. Escaping with a huge trading vessel is hard, but I've managed to avoid interdiction altogether when flying the smaller and much nimbler Adder.
 
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