HG2's resemblance to Rock, Paper, Scissors has been long commented on.
Yes, quite, and I think that is a big part of why we are still talking about this system 35 years and ~5 editions later.
I'll have to disagree here. You're focusing too much on the Range Determination system and forgetting about the To Hit rolls. Look over Agility's role in whether or not a weapon hits.
Apart from battery ratings, Agility the most important factor in the To Hit determination. Computers provide a relative bonus and the size bonuses are small. While "giving away" Agility to your opponent does mean he's more likely to choose the range, it also means he's more likely to hit your ship(s) and hitting is what it's all about.
Yes, agility is very good, but it is also very expensive. At TL15 we are talking about 17% + 6% + 6% + crew + purification ≈ 30% of the ship.
As a quick estimate a rider with Meson N, agility 6, and armour 15 is 10 kT and GCr 10. With agility 0 it is 6300 dT and GCr 6. With tenders included I still get 10 slow riders for 6 fast riders.
At short range a fast rider is hit on 4 + 6 [agility] - 2 [range] = 8+ (15/36), a slow rider is hit 4 - 2 = 2+ (autohit). Penetration is 7+ (21/36) for screen and 4+ (33/36) for configuration.
Slow rider firing: 15/36 × 21/36 × 33/36 ≈ 22,3% kill.
Fast rider firing: 36/36 × 21/36 × 33/36 ≈ 53,5% kill.
Slow squadron archives 10 × 22,3% ≈ 2.2 kills or 2,2 / 6 ≈
36,7% of enemy force.
Fast squadron achieves 6 × 53,3% ≈ 3,2 kills or 3,2 / 10 ≈
32% of enemy force.
The slow riders have a slight advantage at short range, but will be shot to pieces at long range.
A worse example is planetoids (to counter someone who is overfond of missiles):
A fast planetoid rider with Meson N, Ag 6, Armour 20 is 30 kT and GCr 20.
A slow planetoid rider with Meson N, Ag 0, Armour 20 is 12 kT and GCr 7.
With tenders I get about 26 slow riders for 10 fast riders.
At short range a fast rider is hit on 4 + 6 - 2 - 1 [size] = 7+ (21/36), a slow rider is hit 4 - 2 = 2+ (autohit). Penetration is 7+ (21/36) for screen and 6+ (26/36) for configuration.
Slow rider firing: 21/36 × 21/36 × 26/36 ≈ 24,6% kill.
Fast rider firing: 36/36 × 21/36 × 26/36 ≈ 42,1% kill.
Slow squadron archives 26 × 24,6% ≈ 6,4 kills or 6,4 / 10 ≈
64% of enemy force.
Fast squadron achieves 10 × 42,1% ≈ 4,2 kills or 4,2 / 26 ≈
16% of enemy force.
Here we simply cannot afford both the heavy armour and max agility, the slow riders win easily.
I agree that agility is very good, but it is not always automatically better. The devil is in the details.