For me, Ataraxzy has it right.
It is a fact and canon that ship retain vectors in Jump and that starts have velocities relative to each other. It's fine if YTU does do that, but those two factors have interesting implications.
For example, a ship departing Whatchacallit for Thingamee would head in a set direction so that at 100d it would have the required vector to arrive in the Thingamee system with near zero relative velocity. If the delta V was small this might mean not thrusting all the way to 100d, or having to thrust beyond 100d if the delta V was large.
Also, I am totally cool with systems of even quite modest technology population and star port ratings having regulations about maximum velocity allowed inbound to any populated world within 200,000 km, say 20 km/s, allowing for a final approach of three hours or so, and would view dimly those who broke the rules and hail this who were inbound and not shedding v fast enough to be at a safe velocity within space traffic control. Don't think we need to explain why having ships with high v moving with an intercept to a planets atmosphere is a bad idea. Also allows easy boarding and inspection by the authorities.
So a 1g ship departing at 12:00 on Tuesday from Whatchacallit for Thingamee would arrive with a know velocity in a comparatively small cube of space at a known time. And ships with matching v nearby would not be inherently suspicious.
So intercepts are possible, and the tight beam message from a vessel shaping for Thingamee informing you to prepare for either boarding or incoming fire is viable. And intercepts within space traffic control are also easy, but risky as that is where the fuzz is.
But why would a pirate select a ship?
If it's lifting cargo, then because of Intel. Port side info telling of a worthwhile cargo. Cargo is easy to shift.
Ships on the other hand... Obviously if you nick a ship and pull it apart for parts, fine, but you need a supply chain and logistics for that. If you want to sell the ship whole, then either a way of 'grooming it' so it is saleable, or taking it where someone will buy it knowing it is stolen.
So, pirates would have crew or agents port side. A small pirate ship (e.g. A2 trader, type R, modified with more G and full weapons load out but carrying a spoofable transponder) would depart so as to be able to put the move on MV Rich Pickings. With insurance, if the pirates are just after your cargo, letting them have it is a good option. Pirate then jumps to arrive in a different system (not Thingamee), changes identity, and sells cargo. Or as those in the ten trade call it, rinse and repeat.
If they are after your ship you are dead, but that requires a pirate band and organisation. Ship either gets a prize crew and goes to the chop shop, or gets loaded in a bay for transport.
A base need not be in system. A pirate base could be between systems. You steal a nice big k ton ship with lots of cargo space, fit collapsible tanks, brim it, and jump to x. This is now a pirate base. Say it has J2, and can remain on station for two months whilst refuelling other pirate vessel before jumping out to scoop fuel. They'd look for a low tech low star port system with a gas giant far removed from the main world. Some of the stolen vessels would run stolen cargo and stripped parts and be seemingly legit.
So, yeah, pirates work m'harties, but have to be well organised.