The problem with your theory, Kine, is… well, let me give you a few examples:
Let us assume that we have two players of equal skill in a 1vs1 Deathmatch. How is any given combination going to go down?
Give one player an Interceptor and the other a Fighter or Frigate, and the Interceptor will almost certainly win. Why? Because (with the possible exception of ECM), that speed advantage translates into borderline invincibility.
Two prime examples: Recon can fly in, engage, and then when the shields get low cloak and warp away. With proper application of de-buffs, mines / other ordnance, even a skilled pilot is going to wind up being pecked to death. The superior speed and agility of the Recon - especially versus a Frigate - helps ensure victory. Pretty much the only class that could stand in this scenario is the Tackler, but I wouldn’t bet on any other class to come out on top… except of course, another Interceptor.
How about Covert Ops? They can fly in, inflict massive damage with Orion and/or Plasma web, drop a minefield and then either go sensor-dark and flee, or suicide and take their victim down with them. In higher tiers, they can drop a nuke and flee instead. For a lone Frigate there is no defense against this tactic. For a Fighter, they can at best hope to dodge the plasma arc and maybe force a premature suicide, but in all probability the Covert Ops will disengage and flee.
This, I feel, is the real issue surrounding the Interceptor - most other classes cannot disengage from a fight. I know from my own experience that the hit-and-fade tactics arguably work better in T3 than in T2; it’s rare when I don’t absorb and heal 400% hull damage or more in a single match flying an Elf.
But more than that, there are other elements to consider. You see, it isn’t actually about 1 vs 1 dogfighting - it’s about the ability to deny objectives. If I saw a lone fighter or frigate carrying an EMP bomb, or trying to reach a team Captain, I am confident I alone could kill him… but a lone Interceptor? Even if we assume said pilot is just as skilled as I am, I would not be confident in my ability to stop him unless I was flying a Tackler, and even then my confidence would rely on being in range to activate my modules.
This is the true power of the interceptor - the disproportionate commitment required to actually stop them dead. Once an Inty pilot is set on achieving something, it is extremely difficult to stop them short of ganging up on them. However, as I have mentioned, this is a flawed solution because it allows for openings elsewhere. Most of my kills (or “I did most of the work” Kill Assists) as an Interceptor pilot don’t come from me engaging and duelling with lone ships - they come from me finding someone who is distracted and brutally exploiting their distraction. When I pounce on a LR Frigate, his only hope of survival is for at least one ally, and ideally two, to come to his aid. I have now tied up 2-3 enemies and one will be dead and respawning in a few seconds. This leaves 9-10 people on their team to get on with their objective, versus 11 people on my team.
So what if I’m not the only Interceptor? What if there’s another one out there who is, for the sake of argument, kiting some unfortunate Command Fighter at an objective and denying it? That Command Fighter is dead unless one of his allies comes to his aid - two more enemies tied up for the cost of one of ours. Our opponents are now effectively down by a third, whilst the Interceptors can, when finished, disengage and retreat for healing - within ten seconds they’ll be fully healed and back to sow terror and dischord.
This is what has to be brought to an end. There has to be at least two classes, ideally three, that can single-handedly shut down an Interceptor - or perhaps multiple Interceptors - and bring them to heel for the rest of the team to get the job done.
I say all of this as someone who actualy enjoys being an Interceptor pilot. I admit, without any shame, to enjoy pouncing on and brutalising poor, innocent LRs or any other unfortunate who strays too far from the safety of their squadmates. I want a hard counter for one simple reason - it gives me a challenge.