The problem with piracy in the Traveller big-ship universe is it's easy to stop.
You can't stop what you can't see right? That means, that sensors are the key to everything here.
Having a Dreadnaught present in a star system doesn't mean a thing if the pirates hit before the dreadnaught can even respond. If the nearest sensor can't pick information up in time, no one can respond to the issue in time.
Ever play the game where one person has their hands palms up, and the other has his palms resting atop the first player's? He's watching what the first player is about to do. He's ready to JUMP. But if the first player can slap the second player's hand before he can get it out of the way, the first player continues to remain in the position to slap hands. If he fails to slap the hand before it gets away, his hands become the top hands, and player two gets to do the slapping.
Same here. If a pirate can pop up suddenly, from the ground on an intercept course with his prey, reach his prey before it can jump at the 100 diameter point, and do this before the navy or defense force can get within weapon range - great. The SAME logic applying to the prey trying to escape at the 100 diameter limit applies to the pirate leaving at the 100 diameter limit.
So, does piracy happen at the super busy space approaches around worlds where ships are leaving every minute and arriving every minute, and the navy sticks around or the planetary navy has its nose in everyone's business right up to the jump point? Probably not. This is why CT didn't have piracy at A starports right? But note how piracy starts to occur at the lesser starport locations in the original LBB series.
Can a pirate facing only say, a single Type-T cruiser, which is based on the surface of the main world, intercept a 1G freighter near the 100 diameter limit (but not past it) in time before the Cruiser can leave?
Try it yourself.
Use a sheet of paper and use vector movement rules for a 1G freighter (like the Beowolf) lifting from a diameter 8 world. Then wait for a 4G ship to chase after the freighter (Due to your assurances that piracy can't exist, this particular freighter isn't armed *snicker*).
Then, assume that the Type T Patrol cruiser can't start to chase the 4G Pirate until the following occurs:
1) Ground Control (if any exist) has to determine that the second ship is on an intercept course with the first ship. Or perhaps the crew of the prey is on the ball and is tracking the fast inbound saying "Whoa dude, you're cutting it too close to us, back the hell off!".
2) After failed attempts to warn off the pursuing pirate, the crew aboard the Type-T is given warning orders to assemble at the ship and prep for take off. How long will THAT take? If you say no more than one turn (20 minutes), I'm going to laugh at you. Few naval vessels are prepared to get underway in under 20 minutes. So, let's be nice and call it an hour just to be fun. That's THREE turns before the Type T patrol cruiser can get into the air, let alone start the long chase and get within weapon's range right?
3) you do the math, the plotting and everything else. WHERE is the sweet point that the faster pursuer can catch up with the prey, fire a warning shot across the bow saying "Stop acceleration or we'll blast you to kingdom come". Then how long to match velocity (ie decelerate to match up with the freighter) then grapple, then empty their cargo bay into your own, take prisoners for ransom, and cut grapples?
All this presumes that the Navy pursuit can't get within long distance firing range. Now, if you have two ships grappled together - how hard would it be to roll the prey over so that its hull is between you and the direction the navy ship has to come from? Can the Navy ship fire without hitting the prey ship?
WORK it out using the rules of what ever game system you like to use. Then get back to us with a report on how it went. Then say "hey Hal, you're wrong, this is what happened. These are the rules I used, die rolls made (if using NPC's as Player characters) and then say what happened in your mini-scenario.
It would be interesting to see. I've done it for GURPS and it can be done against a sloppy inattentive civilian environment. It can be done even with a moderately alert captain. NO pirate is going to strike when the circumstances are against his success. If he has to, he will use a fast G craft coming in at a high velocity from the other side of the planet to make that "fire across the bow" event.
It only takes ONE successful hit against a merchant captain on a mortgage based run, to ruin him. Repairs that cost money are bad enough, but the time spent beached is going to hurt his pocket even worse. If he cuts and runs (ie jumps within a 100 diameter limit), who is going to feel safe about riding aboard his craft as a passenger ever again? What if the hit that damages the ship was against passengers? What will the board of inquiry say when it asks "Why didn't you just stop, and try to delay the pirate knowing that most pirates, when they shoot across the bow, spare their prisoners for complying with their demands?"
Now, a pirate whose reputation is that he KILLS his prey no matter what, is another story for another day

In any event, when trying to handle "Can piracy exist or not" one needs to TRY it from the pirate's perspective to see if he can make it work even ONCE. If the answer is yes, then ask yourself "what else does the pirate need to make things work?
As noted, even something as simple as a forged document that says these goods are speculative cargo, and sold as speculative cargo can be only TOO profitable. Laundering the goods through a criminal cartel is another way to dispose of the goods. Again, a forged document that gets the goods past the customs inspector or the warehouse bonding agent, and is later picked up illegally by the crime syndicate - is money in the pirate's pockets.
Want to know the one glaring weakness that pirates have in the long run? Information. They want to know who has what and when so they can get the good stuff. Once that starts to happen, the Anti-piracy agencies involved (ONI being one of them) will spot the pattern and try to determine who is the source of the leaked information. Then they look to see who is getting the information and follow him back. Then they try to roll up the organization after they infiltrate it.
There's old pirates, and Bold pirates - just no Old Bold pirates
