No mass disruption
FSD to hyperdrive cannot experience mass disruption. This means that if you find yourself in a pinch you can escape. Most people will simply try to navigate and lock a destination while in combat. There is a better way. Before you head out to a dangerous area, plot a single jump to a nearby system. In supercruise you can unlock your destination and choose a new one. If you get interdicted, your system plot will automatically reengage.
ex. You jump into Lave. Immediately plot a route to Leesti. Unlock your destination and choose Lave Station. Now you're flying to Lave Station and S7 interdicts you. When you submit, you'll have Leesti already set as your destination. Now just pip to shields and boost away while charging.
Nearly 100% escape rate.
Here's the big one that many of you will recognize as a favorite tactic of CODE, I mean our's. CODE doesn't use exploits or grief.
Teleporting and the no wing cooldown bug
In a wing, if both players are in normal space, when player 1 drops his beacon and player 2 has player 1 nav locked, upon charging their FSD player 2 will be teleported directly to player 1 regardless of distance.
The other half is that the second to last player to leave a wing (3rd person in a wing of 4) drops the remaining player out of the wing with no cooldown (can immediately join another wing).
How is this used?
A wing flies in supercruise and is either interdicted or interdicts a player. The wing immediately disbands and the last player (predetermined) is invited to a waiting wing of 3. While those players nav lock the aforementioned, the original wing drops beacons. The new wing can now teleport to the original wing. In less than 15 seconds 7 players allied dropped into a single instance (numbers sound familiar?). In just a few more seconds the remaining members of the original wing will come off of wing cooldown and can do the same trick for 3 more wings (up to an additional 9 players) in 30 seconds.
What does this all mean for traders.
With our "secrets" revealed, there is no reason you should fall to piracy unless you actively make yourself a target.
Get yourself a wing either 3 traders or just some random guy to be your "escort". Hell I'll even escort you myself. Player 2 (the trader) sits in regular space at the origin station. Player 1 (the escort) jumps to the next system and SCs to the destination station while Player 2 plots a route to the destination system and gets out of mass lock. Player 1 upon arrival drops beacon and Player 2 teleports directly to the destination station without ever entering supercruise. Beyond the 0% risk of piracy, imagine the time this could save. As you sell/buy, Player 1 is making his way to the next station.