While it’s true G-rating doesn’t translate into agility effects, it does have effects on ranges which do have weapon effects, the effective range of missiles, and sand.Also not Book2 absolute acceleration isn't that big a factor in that it isn't used for anything other than movement.
There are actually three ranges in LBB2- close with no negative mods out to 250000 km, long from 250-500000 km at -2, and what I will term extreme range, 500000 km at -5. 900000 km could be termed break off range.
Note that at extreme range, lasers cannot hit without some advantage in either Predict or gunner skill. If the target is at extreme range and has invested in the premium Maneuver/Evade program with -5 DM and a computer to match, it’s virtually impossible.
Being able to get to desired range means g counts.
Re: missiles, a ship with a head start may outrun a chasing missile or at least its fuel supply. Under high vee crossing courses, a missile may not be able to intercept even with an optimized lead approach.
With the missile supplement, missiles hitting with closing courses may inflict quite a bit of extra damage.
Finally, a bit of subtlety with sand- in LBB2 at least, it seems to be deployed like ‘making smoke’ would in naval wargames.
If an enemy wishes to fire on a sand casting target, optimally it would accel to a LOS away from the cloud, possibly tangentially instead of pacing.
Two firing ships on either side of the sandcaster should free up one to make an unimpeded shot, or force the sandcaster to make more clouds.
Finally the sandcasting ship itself has to stay within the sand cloud shadow between it and the firing enemy. This constrains vee and heading changes by the sandcaster, or expend new sand to retain coverage after the new maneuvers.
So the effect is not instant agility but is considerable within the LBB2 framework.