I'm cool with an interdiction system, even one that affects larger ships. We do need a handle on hit+run tactics, such that it is possible to stop the aggressor, although I wouldn't go so far as to ban them.
We've had a discussion regarding this in the past, even, and I would still advocate a similar solution;
An interdictor is a module that continually drains charge from the targets jump drive. Your jump drive can overcome this interdiction if it can charge faster than the interdictor can drain it. so a drive that can produce 25000 charge per second can escape an interdictor that drains only 24000. You'd have to switch to your jd and charge it manually, and the interdictor has to do the same to continually drain your charge.
An interdictor cannot maintain a cloak/jam, even if it has the power requirements, and its own jump drive cannot operate for 30s after the interdictor has been turned off. Interdictors also aren't as energy efficient as jump drives, so if both defender and attacker have equal group sizes, the defender wins the tie.
In this case it only affects a single target; the ship it hits, or that ships ultimate parent if its a turret or armor plate that gets struck. However, although the effect goes back to the parent, it does not back extend down to children. Therefore, a player could escape still by using an evacuation shuttle. The interdictor vessel, however, disables jump drives on any of its children or parents.
If shields are in cooldown/restart mode (that period after losing shields where they don't start charging again for a few seconds) you get a 50% bonus to charge per second added to your jump drive. This doesn't matter for a craft that was interdicting, because their drive can't be charged/activated again for 30 seconds.
Every time you fire weapons, your jump drive loses charge equal to the damage your weapon would deal (so a 250,000 damage missile deducts 250,000 energy from your drive.) This includes damage from effects. So hit+run tactics becomes more difficult, because you have to recharge your drive based on the weapons you fired. You dont get the downed shields charge bonus if youre actively participating in combat. but you can still escape if you recharge your drive before getting blown up.
Turrets set to antimissile use are ignored in this setup, such that self defense through ams systems does not prevent one from escaping. Turrets set to any other mode of operation do, however, drain your jumpdrive charge.