For the encounter to last more than one or two volleys, yes, absolutely, a relatively low difference of vectors is essential.
As for missiles...
per the letter of the rule, you have to get the missile to end in the same hex as the target. So, you maneuver your missile's future position marker towards the ship's future position marker, not it's current.
Realisitically, if they cross at the same proportion of their movement, they should intercept as well, but that's mathy.
Augh. This has got me looking at SS3, Mayday AND the "official" errata, and I am realizing I am dead confused about everything in missile movement. I hate that.
I'd put together a nifty spreadsheet that calculates builds for SS3 missiles, but when I try to fix it based on the "Errata" corrections nothing makes sense at all - least of all Marc's corrected "standard" missiles.
The SS3 description for moving limited burn missiles seems unbearably fiddly.
And looking at Mayday, the description for moving limited burn missiles seems only marginally distinguishable from discretionary missiles.
On the other hand, at least in Mayday the constant burn missiles can change course...
And then there's the inconsistency of terminology about burns. 6G6: is that 6G maximum, burned off in a turn - or is that 6G maximum, burned off in 6 turns? (The tables in SS3 actually would indicate that 6G6 was actually 6G36....)
My brain is full of sad.