I think you're all forgetting the most important ship to bring along on a cargo assault...the MISC Endeavor!
Now I know what you're thinking: "That's a nerd ship!"
But hear me out. It has many functions and layouts that can assist in piracy.
Hangar+Medical:
Most military functions will bring along this version to get people back in the fight. The medical to heal/respawn people and the hangar to hold a few ships for getting people back in the action. But for piracy it has a couple added abilities.
The medical module not only respawns our own pirates, but allows us to heal any injuries sustained by our targets, allowing us an easier time to extort credits/ransoms from them. If they die, we can't get additional money from them.
The hangar module can keep a few spare ships, possibly even an MPUV Cargo/Personnel. To transfer people for ship boarding and to transfer cargo we've taken. Not to mention, the Endeavor Q&A has stated that the front ship can hold 500 SCU, but the hangar can hold 4500 SCU by only using HALF the space!
Crew+Medical:
All the benefits of the medical, but this one allows additional crew to stay. Now, there should be enough space to hold all our crew so the Crew Module could be used to hold prisoners. Keep them in the bunk until they pay a ransom, then we drop them off somewhere. Or you never know if black market organ harvesting will be a thing!
Supercolider:
This one isn't really for taking out pirating, but every single division of TEST will require someone to improve systems and components. And we've been told there may be a system in place to punish lawful players that interact or trade with unlawful. Better to have your own researcher than to tarnish a well behaved TEST player!
There are a few other combinations but none that really work well together. You could use the fuel pods for longer runs, but I doubt the other ships in the fleet could stay out that long. The biodome would be an interesting one. Possibly using its clear glass dome as a sort of viewing stage for the encounter. The other obvious option is if we can grow our own drugs. The sciency ones could be used just like the lawful counterpart, finding new jump points or other interests, I'm sure pirates would enjoy those as well!