What the "blockaders" utterly fail to realise, is that ED is meant to be a game (currently it's more Flight Sim in Space, but that's a different problem) and games are meant to be fun for all of the players participating.
The blockade's attitude that they should be able to shoot every poorly armed trader at will and have a 100% success ratio and who cares how this affects the other player's enjoyment of the game is often the problem. One type of player wants to contribute to a lame community goal, which while dull as possible and utterly unprofitable and pretty much reward-free does provide some for of goal in game, the other wants to have a one-sided combat for no apparent reason other than they can. It's not as if combat of "pirate" vs "trader" is exactly profitable for a pirate... are they going to scoop up the debris and copper and sell it instead? Neither is the combat exactly enjoyable as it's just a case of sniping a running target and that's pretty frustrating when they escape. What's a particular shame, is that these pirate interdictions were making a lame, useless community event grind rather more interesting, however there are limits of the grinder's patience where, as demonstrated here, they'll just head to where they can avoid the pirates. In the end, this isn't good for anyone or the game as the trader will play in their own world, the pirate will be target free and have nothing to do and will likely get bored.
So what's the solution? other than thread after thread of solo vs open rants?
There are plenty of options, but all require rather significant changes in FDs current direction and many would have to be implemented together:
* Trade ships can mount defensive weapons that will hurt like hell if you get too close or don't attack correctly. In the animal world, think of prey animals having horns, spikes, damn big feet, poison barbs and so on. Basically, bring some skill into the game so trade ships aren't just moving boxes of cargo, where a trader skilled in defensive combat can make an attacker really suffer if they make a mistake. A skilled attacker should be able to take down an unskilled defender, although they might suffer some damage, but for
equally matched pairings the defender should
usually be able to escape or inflict enough pain on the attacker so they realise it's not worth the effort and move along for a weaker target.
* There are properly patrolled bits of space for appropriate security levels, meaning traders can trade in relative safety in these systems, but the rewards are lower compared to the insecure systems where the risk of attack is higher due to less system security. This requires that the system security levels actually mean squat and that NPC ships start acting with roles rather than mindless automatons - they should be chasing pirates (or other criminals), interdicting them, jumping into combat and assisting the victims... basically give some real risk to being a pirate in a particular system.
* Suitable reward for piracy. Yep, currently there's all other than the minimal satisfaction of shooting a PC. There should be anarchy systems that while not exactly waiting with open arms for the pirates to fly in with their booty, although other pirates may

(no honour among thieves and all that), but they should pay good money for all types of goods because no trader in their right mind, or without a combat equipped but cargo light vessel, would visit. Give flavour to these systems, want to buy a somewhat suspect "second hand" ship component, sure... just don't come crying when it fails in the middle of combat. The life of a fugitive should be risky but rewarding considering the different challenges they should face. Currently there's no difference and no reward.
* Proper rewards for these currently lame community events. Alternatively is almost certainly better to ditch these community events as they are entirely and create many smaller localised requests and follow on missions rather than continue with them as they are now. Give the game some background, give profits for actual work (reward vs risk) and drive engagement in the game. Why shouldn't a player, or players, be offered and able to accept a contract to deliver 1200 tons of a particular commodity and not have to deliver it all at once? This gives mini goals, and relationships can then be tracked with the mission offering faction or organisation and more unique and interesting follow on missions offered as a result. How much more immersive would it be to receive a message from a faction that you've done a set of delivery goals for, thanking you for your hard work and requesting X units of Y instead? Occasionally they could even admit that the price is less than you might get elsewhere but sure;y a
friend would help them out? Just something would be good and with suitable coding wouldn't have to feel like "random FedEx mission 1, 2 or 3".