There's a million ways to pirate. We'll start with the basics
The inside job. This can be anything from becoming passengers and taking the ship over while in jumpspace, to getting jobs aboard the ship. Being an out of work engineer or pilot who happens to have astrogation skills, might get you a call from a free trader who's astrogator recently went missing or had a fatal accident. You may want to ship cargo and have that cargo contain a bomb droid that goes to a critical area, sensitive area. Remember if you've floor plans to the ship you're putting cargo on, it's easier for the bomb droid.
The "Inspector" There's a lot of ways to do this. In space port, showing up at their door with ID/data pad and warrant to search the ship for someone who just murdered station personnel or an inspection for customs or random safety inspection or had a call about a domestic dispute or even asking for help "Hi I'm inspector Johnathen, I need to get word out to authorities, please I'll be murdered if you don't take this datapad" The point is you get on the ship and take it over while it's docked. You could also be a spacer looking for an engineer to fix his docked ship or a common but critical part or some such other reason. I think of spacers more like the rv community then the truckers. You're all parked at a "campground" for days. You get along with other spacers most of the time. If you're 24/7 on alert in port, you'll get a reputation as an ass and when you need a favor.. a good gm will see that you do.. you'll find few to help, so be social.
There is always the disabled ship that sends out a distress call. When a ship comes to help, boards you to help, you counter board and take them over. However to add some realism if you've two ships or a friend with a ship, you can make it appear as if you got jumped, got disabled, dumped your cargo.. Now you need help. Be smart, your transponder is located deep in the bowls and crawl spaces of your ship, learn to install a power cut off.. a power cut off that is then has piping welded over so no one in a deep deep inspection would see. Now some GM's like to say your engines give off a unique signal, odd how that same signal is never taken from pirates and spammed out at all space ports but I digress. Anyways running your engines at a less then optimum ability and installing some wave disrupters/transmitters back near them should insure your engines don't give off the clean signal you run with when transponder is running.
The D100 is a damn sphere it's nearly useless. If you must actively fight someone, I suggest investing in a few advance probe drones and set them up in various places around a gas giant that you know sees some traffic but not too much. like a ship every 3-5 days on average. You keep your ship in the gas giant's cloud, you can scoop up fuel as you need to, keep the tanks 1-3 tons from max. You let the ship come to the gas giant, an hour after it arrives you swoop up from behind and below and begin firing. An hour there and it'd not have gotten much fuel so it might not have enough to jump away. You make sure to use your coms at close range, no sense in letting various stations know what you do. Anyways you capture the ship or destroy it.
Prisoners, what to do with them? Well congrats you pirated a ship and now have the crew and maybe passengers too. What do you do with them? Space them? let them leave in life pods, sell them into slavery? No, low birth them. Then go to a high populated world. You'll need to set up how to get them past security before bringing them here. In cryo or take them in an air-raft as you're coming down or whatever. You keep them drugged out of it. At various hotels and motels around the world you drop them off. make sure there was a nice party in the room the night before. They wake up, maybe 200-500 credits on them. Or if you want to be nice, you drop them off on some nice garden world with 500k credits each. They retire from space and you sell off their ship.
Now how much does a hot ship go for? 25% of it's value, the high guard has values of various ships ages/conditions. The fencer would then part it out or redo transponder and sell it clean or in another empire that doesn't honor the original empire it was licensed in. Even if the players set up their own chop shop, let them become rich. I don't see the mentality of GM's being scared of players becoming rich. Hell rich players want to have an estate or more. Guess what your estate or world can't pop out of your pocket and win a battle. Players fancy ships and gear will become a beacon to them. Lots of problems come with money, accountants who want to steal it and run away, law that wants to check into how you got rich, pirates who want what you got, corporate execs that want to pay you back for setting their careers back and a ton more npc's Players can have friends ransomed back to them, have friends turn on them and more. Let your players become rich and enjoy all the fun it gives everyone. Think for a moment "Hi I'm a good guy/bad guy player and I risk my life all the time and no matter how great an op I pull off I'm always poor and scraping by" wtf? You're worried rich players retired, my char would retired if he felt fated to poverty no matter what he does. Let your players get rich and enjoy all the doors that opens for the game.