I was able to find the awnser, So you are not supposed to put in in with the interchange stuff but after you have created the static object. Once you have created the static object you can add the settings.
asset = unreal.EditorAssetLibrary.load_asset(package_path)
asset.set_editor_property(‘light_map_coordinate_index’, int(options.lightmap_coordinate_index.value))
asset.set_editor_property(‘light_map_resolution’, int(options.lightmap_resolution.value))
nanite = asset.get_editor_property(‘nanite_settings’)
nanite.enabled = True
nanite.fallback_relative_error = 0
nanite.fallback_target = unreal.NaniteFallbackTarget.RELATIVE_ERROR
asset.set_editor_property(‘nanite_settings’, nanite)
note that the enable nanite setting needs to be activated in here and not in the interchangeGenericMeshPipeline because for some reason it will not actually enable it even though it will show it to be.
the last setting called Generate Missing Collision is now called Fallback Collision Type and it is not available in the 5.3 engine but it has been added since the 5.5 release and above. I have not been able to test it yet but I reckon it works along with the interchangeGenericMeshPipeline settings
Hope this will help others