https://www.sarna.net/wiki/Scout_(JumpShip_class)
Think of actual BT naval mechanics.
It is trivial to disappear. It is trivial to arrive undetected.
Targets are rare in space. They concentrate at known locations. These are occasionally defended. In transit interceptions don't happen.
Everyone moves at the same "speed". Thrust points are mostly tactical.
Really, like pirates, raiding will mostly consist of finding surface targets and annoying them. They are easy to find and plentiful. Their defences are known and they can't run away. Organise your transport accordingly.
Except blockades have happened . . . post Tukayyid, the Diamond Sharks prowled the Exodus Road Trial'ing for under escorted supply convoys the Invaders were using to rebuild forces in the IS (IMO it raised a lot of conflict between Sennet/Labov and Hawker) and makes for some interesting inferences. Adders blockaded York, Hasek blockaded Tikonov late in the FCCW, and of course all the Jihad actions. Problem is, its a ground based game and AT is the red-headed forgotten stepchild . . . so stories & fluff about jumpship traffic are not really well represented and thus JS trade exists at plot levels. Heck, I think MWDA does a better job of establishing trade as part of the universe setting.
But to the OP's point . . . yeah, you could build a raider but Jellico has a point about the relative scarcity of JS trade post-Invasion and that to 'raid' due to concentration of the trade routes & shipping you would have to work through defenses to seize shipping. The real, IMO, question comes down to are you intending to commerce raiding or commerce destroying?
A commerce raider that is out to capture ships & cargos (b/c JS are still rare/precious) would ideally be-
Fast, as mentioned 5/8 is where its at on the curve
Energy armed, give it NLs and NPPCs for the most part with decent ammo bins for capital missiles- the launchers should be AR10s so you can use any that fall into your hands
Bracket fire, allows you to hit better/farther and deal with the common threats (ASF & SC)
Deep cargo bays, you will need to store plenty of spare parts along with missile & AMS ammo as well as the more mundane food & water
Oversized crew & large marine compliments, if you are capturing ships as prizes you will need crews and guards for any specialists you keep on board
Pursuit craft, drop collars to dock marine/assault DS and at least 1 DS tug to IMO, then small craft and ASF
LF battery, as someone said it the options two jumps give you that matters for strategy
Cheap as possible, while its going to still be expensive (its a warship!) your not sending a multi-kton dreadnaught out . . . light cruiser or destroyer would be best.