Hmm... I see a potential problem with this even in the kiter/chaser scenario: once within firing range of the pursuer, it lets the kiter get away and repeat the whole process. They would then just need to stop firing for a few seconds and retreat with their shields up. As the pursuer would then be out of range and on a time delay (and slower), the kiter gets away even faster. Rinse and repeat. Unless the chaser has enough power to burst through the kiter's shield in one go (possible) then nothing is accomplished.
In terms of more standard pursuit, its even worse: because the fleeing ships aren't firing, they always have the speed boost. It becomes much, much harder for to kill any ship that is running (and for example I'd make sure to never install a gun on a logistics ship, so that it doesn't accidentally lose the boost).
Finally... I agree that in SS superior mobility + range makes for an unkillable enemy 1v1 but I don't really think this is a problem for a couple of reasons. The first is that there has already been a lot of work done to mitigate the situation, with faster ships having shorter range weaponry than slower ships in many cases, dps and efficiency heavily influenced by range, and slower ships having more firepower and better defenses. And the speed boosting hullmod costing range.
The second reason is that battles aren't 1v1. It is a situation that literally never comes up unless the player decides to only deploy one ship. The player always has a fleet that works together to achieve a goal. If they have a slow ship that has trouble with fast kiters, then some interceptors and/or frigates to keep those small ships at bay or pin them down would be a good addition. Thunders, claws, ion beams, salamanders, or just a good old ion cannon on a Wolf can disable a kiter's engines to allow the slow ship to catch up.