It is an absolutely fantastic rescue ship, as long as you're prepared to hit up planetary ports every time. So far the only attacked orbital stations I've seen were just medium pad outposts, no big stations.
A cutter with G5 dirty drives will boost 480m/s and outrun any thargoid found in these CZs or hyperdictions. Submit to any interdiction and boost away, they can't touch you.
My favoured build is a size 8 shield (A, bi-weave, or prismatic is irrelevant, and you can't get cabins above size 6), size 5 fuel scoop, size 3 FSD booster, and everything else economy cabins. Engineered or guardian hull reinforcements is still open to debate, imo - I don't think you get that much caustic resistance when you're only fitting them in your 2x military slots. But either way you get enough hull that any caustic only eats you down to 75% worst case by the time you dock at the destination. Seats 152, scoops fast enough to cover about an 8-9 jump range without pause - and the refugee runs are all 5-7.
I've been looking for the smallest parties offering 5x materials as priority. The credits income is bad, but it can be 15-24 g5 mats per 20 minutes, and that's very respectable. Taking something like a python to an orbital dock will give you a faster turnaround time, but it's hard to seat more than 80 and you end up with less than a third the shields and hull. On the whole, I find the slower decent onto a planet is more than made up for by the larger passenger capacity.
(Side note, a cutter without cabins and with empty cargo racks can hit 500m/s. Absurd for a ship that size! Just don't ask it to turn.)
Best bet is fly up to the pad yourself, then zero the throttle when you're close. It'll do a proper job from within 100m or so and going slowly, it just seems to overestimate it's ability to stop and comes in at high speed then overshoots.