No, quite simply, the design rules do not account for the ability to bring thrust to bear on a new vector.
In CT, the difference between a few seconds and half a minute is below the time resolution of the turn-scales (Bk2 is several minutes minutes; Mayday is an hour!)
Agility is NOT ability to bring the nose around, OR agility is broken and needs revision to reflect the slower come-around of big ships.
it should, however, be noted that the ability to deflect one's axis of thrust in a short time will affect the shape of the probable location circle, which, given the ranges, is a potential miss. For a battleship, the cone of movement at CT engagement ranges is still within the initial cross-sectional area.... Mind you, this is based upon time-to-target and time to sensor calcs. Above about 40 tons, your probable location cone is smaller than your cross-section, and so agility becomes unimportant in avoiding hits.
Distance moved calculation for a ship being fired at with lasers and assuming full-aspect thrust:
(0.5(C + (2xD)))^2 x (10 x A)
D is distance in LS
A in Traveller G's (canonically 10m/s/s instead of 9.8m/s/s, hence the preceding 10)
C is calculation time to fire.
You calc for time to target, given canonical CT fighters, has to move you at least 2m to allow for a miss by anything other than calculation error or targeting resolution issues. At 6G, you need at least 0.18 seconds to be off location, or about 0.09+ LS.
For a ship of 100 Td, you will need about 10+m, so that's 1/6th of a 6g maneuver-second, or about .55 sec, for about 0.275 LS.
For a ship of 1000Td, you need about 20m... about 0.7 seconds, or 0.35LS
as the ship gets bigger, the ability to get out of it's own initial position takes longer and longer ranges.
This justifies fighters, especially ones with small frontal aspects...
but just barely.
The ability to damage, however, is the reciprocal of the ability to hit.
Note also: real-world G's make the calcs slightly longer ranges... but not major.
Bill's tirade not withstanding, size DOES matter.