Valid points as well. It breaks down rather badly the larger the force involved. Really only works for squadron-size engagements. I am not so averse to the randomness bit, though. I just can't wrap my head around the idea of the admiral's incompetence at coordinating his ships resulting in making it easier for the enemy gunners to hit those ships.
Well, past some number of ships to coordinate, I would not talk of incompetence, but the need of an extraordinary person to control all the mess...
A thought occurs, belatedly. We're talking about the far future - way advanced computers, tight-beam laser or even meson communications and all that. At some point, the tech prevents the obvious mistakes - the big flashing image of Intrepid on your display tells you they're still awaiting orders, the computer verbalizes an alert that the proposed movement will leave Serendip in the reserve exposed to hostile fire, and so forth. At some point, the tech is good enough that anyone can be at least competent, and the standouts who get the bonuses are the ones who can go beyond the tech to pull some advantage out of the aether.
About the thight beam and meson communications, I'm not sure it's usable in the heat of battle to a ship maneuvering to dodge missiles and beam fire (bad for all thigh beam commos), under a cloud of sand (I guess bad for laser/maser beams) and with meson screens up (I guess bad for meson beams). I guess in this situation, the old radio broadcast becomes more reliable...
And to pull that advantage from the aether is what good Fleet Tactics skill might do, if anything might...