So, what now, there's a huge gray are between jumps where this stuff is likely to happen? I think pirates would probably burn tons of fuel to catch a civilian exiting jump, then threaten, or try to board after exchanging shots. I mean, how is anybody to know what happened on that X-starport rated system?
The biggest problem with catching someone exiting jump is that things reduce to two cases:
1) you can control where you exit pretty precisely
or
2) you can't.
In the second case, there's no particular reason, other than blind luck, why a pirate will be near enough to you to catch you before you reach your destination, especially given that he has to match orbits with you while you're running (so he can't just accelerate to overtake, he has to slow his overtake enough to actually stop where you are).
In the first case, you exit just outside the 100 diameter limit, and even assuming zero relative velocity, you're on the ground in less than seven hours (seven hours at one G will get you from 100D to ground on a size A planet - all others are faster). Again, the pirate has to chase you down and match orbits, but this time the patrol cruiser or SDB is pulling 3-6G's with the goal of getting within weapon range, NOT matching orbits.
Note, of course, that there's always wilderness refueling as an option for the pirate to lurk, but the fact is that sane merchants just won't do that, and with a choice of gas giants in most systems, the pirate is going to have to get lucky to catch you.
By the by, to put some numbers on things. Size ten world, pirate at a random spot on the 100 diameter limit. You appear at the 100 diameter limit. Odds are pirate is 1.6 million klicks away from you, or farther.
Assuming a Corsair, he's pulling 3G, you're pulling 1G. You have a seven hour run, he will take ~5 hours to match course with you. Which will put the two of you within weapon range of the ground or any orbiting ship.
And will also put the pirate into a position that if he grabs your ship, he's got about an eight hour run to the 100D limit.
So, that gives the pirate two hours to capture your ship, overcome any lockouts you might put on your controls, and start running, all the while under the guns of any planetary defenses, and possibly being chased by any Patrol Cruiser/SDB that ought to be present unless you're in the boondocks.
And that's almost the best reasonable case. Yes, you can assume you pop out of jump right on top of the pirate, but building a business model on the assumption that you're going to get the 1% chance coming up monthly???
Now, ask me about pirates hitting small new colonies...THOSE can make some serious coin, as long as they've got more suitable ships than those stinking Corsairs....