A lone pirate fighter being chased by a mixed BH/Police/Military armada starts emerging from the nebula. The pilot takes his last chance, and using the master password supplied by the Lane Hackers, engages the jumpgate.
As he is alligning with it, just before the final allignent, he releases 3 mines.
The mines slowly approach the Jumpgate and finally explode, disrupting it just as he jumps out, leaving his pursuers feeling like they just got served.
The end.
(Tactic currently valid on tradelanes, and if jumppates have the same disrupting property, it will be usable even there.)
OR
An unlawful light fighter disrupting a jumpgate, keeping the lawful forces trapped in New York, while a Rogue/Outcast joint fleet is pillaging Colorado.
This is a bad idea, overall. As a trader you're pretty much done for when you come out of a lane disruptment unless you're flying the bigger transports with good fire power. I think this would be taking it too far.
Speaking as a pirate I have to say that we have it easy enough as it is.
If this would be put in place I would like to also see some serious defenses added to the jump gates, something that could down anything up to gunboat sized in around 15 to 20 seconds.
I don't see why pirates or lawfuls would need this. To be honest if you pirate (or fine for a lawful, which with current faction laws is essentially the same thing) within docking range of a jumpgate you deserve to lose the target. Either take a mate and have him/her disrupt the tradelane for you, or pirate in the middle of a laneless system (or part of the route).
Unless the new trade routes in 4.85 do something vicious to pirating (like giving a trader in Cambridge four possible routes with the same cargo, and therefore making it impossible to pirate people who read the player list) I don't think this is needed.
No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.