Alright, without making themselves completely vulnerable like reboot/repair is supposed to. There would have to be a pretty huge difference in speeds for chasing them down to be viable - even a somewhat slower vessel can choose the right moment to boost away, say while jousting with the enemy, and all of a sudden they're several KM away and midway through the reboot already. The pursuing vessel might get some shots in, but shieldtanks can also have good hull and I wouldn't fancy fighting through 50% of a Cutter's shield every time I want to take another 10% off their hull.
You can also just run away from a fight conventionally. I don't think it follows that allowing reboot/repair while moving would then also be a good thing, just that the running away side of things is also due a balance pass. I think it's a bit silly that ships can become so tanky that endgame PvP fights can take 15-30 minutes, or more, and for the entirety of that there is the option to press J and leave, regardless of mass-lock, in a few seconds. But there's a myriad of other balancing problems that interact with that and I have no hope of them being addressed.