Many thanks to AnotherDilbert, I got my missile maker working properly. I think it's properly, anyway.
So, if you lift the 6g cap on CT SS3 - which isn't unrealistic, we had Sprint pulling 100g's as an ABM - and strip it down to a controller and a radio receiver to receive control commands from the launcher, you can come up with 23g continuous burn missiles that can go 115,000 km from a standing start in a thousand-second turn (or 230,000 km as Book 2 plays it, if I understand that correctly). No warhead, they just hit and do damage by speed, less at short range. Limited burn missiles can get 200,000 km in a turn - those confuse me. Discretionary burn missiles can reach 25g and 127,500 km in one turn. For the typical fleet vs. fleet model of two fleets being relatively static with respect to each other, they do pretty good outside of 30,000 km and emulate the same-turn business nicely (though of course that's a magic-tech fuel). Or if you want to have something with an explosive backup, your discretionary burn missile can reach 91,000 km in one turn while carrying a warhead.
Things change if you're fighting an actual running engagement but, if they're fleeing at 6g and your missile's doing 18g or 25 g, you've still got a window there in which you'll hit them and do some damage no matter what.
(If you're really daring, you can import the Striker warheads, but that's a bit of a headache and I'm not all that confident of Striker's weight calculation for missile warheads weights, much less figuring out what a 10 kg HE or 20 kg nuke would be in Striker.)