This.
It is defensible because the design is SUPPOSED to be a vulnerability window.
In a heathy PVP sandbox there needs to be vulnerability throughout the procurement chain. If miners are the only ones taking risk and once it is banked by them the materials are ‘Safe’ until lost by an end user the system is out of balance. Ideally (especially in a limited skill point system) the processor and crafter also have vulnerability and risk to contend with.
That is the swing and miss of SVs current extraction timers. You could probably pull them for now. Ideally though the game would best be served by revamping everything to ensure people can disrupt more than just the miners/ gatherers though as that is a lot of missed opportunities for PvP content.
I think the problem with most pvp full-loot / semi-loot games is that the reward for killing an attacker is not enough. Most people have maybe 5g worth of gear on them. Either baseline gear needs to be more expensive or I think that attackers should lose xp and a % of their bank on death like some games. The argument is usually 'they waste time', but you don't benefit from their wasted time at all