Visual range space combat isn't a thing in Book 2 or High Guard. It gets a hint of a treatment in MegaTraveller, but given the disparity between weapon power in ground combat and weapon power in space combat, there maybe needs to be a bit more attention paid there. Basically, other than staying away by having the same or better G-rating and a friendly starting vector, very little keeps a fighter from closing up within a few kilometers of a target. Well, there's the getting blasted out of space bit, but there always seem to be so many of the little things that this really isn't going to stop them from getting through and chewing up a target close up, not if they have sufficient numbers. And, there are points where staying away isn't really an option, such as when you're trying to keep the other guy from getting close enough to your planet to start blasting it with nukes or landing troops.
Integrating it into High Guard is easy enough - add a visual range to the long and short ranges, let them move to it from short range and from it to short, make a few rules to address a few points (like maybe adding a special Battle Formation substep so the opposing fleets have a change to throw fighters and escorts to the line to protect their heavies). It's just that the secondary weapons become quite deadly, especially the energy weapons (and the particle beams, if that bit about their penetration in MT is applied). Fighters become the predominant arm, if you have a reasonable expectation of bringing the other guy to visual combat range.
That can be averted to some extent by instead moving to a hex map, allowing fleets to maneuver to try to avoid opposing fighters. A maneuvering fleet with good drives - one that feels it might be at a disadvantage with respect to the opponent in a fighter duel - can hold the enemy out where any small craft can be carved up with Factor 9 batteries, obliging the enemy to keep small craft stowed and fight it out the old-fashioned way unless some opportunity presents itself. That does however mean a running battle, which means the fleet will be less able to defend a planet. (On the other hand, a planet is a dandy carrier, which means the attacker now faces the problem of how best to deal with those fighters so its troops and missiles can reach the surface without the ships getting chewed up in the process.)
The other way to avert it would be to reconsider the power of the energy weapons (and particle beams), ignoring canon and making a house rule that maybe makes them less powerful but more likely to hit, which makes a bit of sense since High Guard is making them more likely to hit with higher levels, instead of giving them added penetration. So, for example, the 2 EP fusion gun becomes a gatling array of several lower power guns instead of a single uber-deadly gun. (Striker had this thing setting a cap on the power of rapid-pulse energy weapons, so you'd need to do some sort of a gatling treatment to get around that. As for particle beams - that 250 times UCP factor thing sounds a bit overpowered.)
The third way is - well, both Striker and MegaTrav do this thing where speed and evasion are very effective ways for a high-g craft to avoid anything but missiles. Seems unrealistic: far future tracking systems ought to be able to hold a target in the crosshairs well enough that a laser shouldn't be bothered much by jinking. Certainly they should in space. Still, RAW, it's essentially impossible to hit a high-G evading target with anything but a missile at visual range, so one could craft modifiers that reflected the Striker or MT view of visual range space exchanges.
Integrating it into High Guard is easy enough - add a visual range to the long and short ranges, let them move to it from short range and from it to short, make a few rules to address a few points (like maybe adding a special Battle Formation substep so the opposing fleets have a change to throw fighters and escorts to the line to protect their heavies). It's just that the secondary weapons become quite deadly, especially the energy weapons (and the particle beams, if that bit about their penetration in MT is applied). Fighters become the predominant arm, if you have a reasonable expectation of bringing the other guy to visual combat range.
That can be averted to some extent by instead moving to a hex map, allowing fleets to maneuver to try to avoid opposing fighters. A maneuvering fleet with good drives - one that feels it might be at a disadvantage with respect to the opponent in a fighter duel - can hold the enemy out where any small craft can be carved up with Factor 9 batteries, obliging the enemy to keep small craft stowed and fight it out the old-fashioned way unless some opportunity presents itself. That does however mean a running battle, which means the fleet will be less able to defend a planet. (On the other hand, a planet is a dandy carrier, which means the attacker now faces the problem of how best to deal with those fighters so its troops and missiles can reach the surface without the ships getting chewed up in the process.)
The other way to avert it would be to reconsider the power of the energy weapons (and particle beams), ignoring canon and making a house rule that maybe makes them less powerful but more likely to hit, which makes a bit of sense since High Guard is making them more likely to hit with higher levels, instead of giving them added penetration. So, for example, the 2 EP fusion gun becomes a gatling array of several lower power guns instead of a single uber-deadly gun. (Striker had this thing setting a cap on the power of rapid-pulse energy weapons, so you'd need to do some sort of a gatling treatment to get around that. As for particle beams - that 250 times UCP factor thing sounds a bit overpowered.)
The third way is - well, both Striker and MegaTrav do this thing where speed and evasion are very effective ways for a high-g craft to avoid anything but missiles. Seems unrealistic: far future tracking systems ought to be able to hold a target in the crosshairs well enough that a laser shouldn't be bothered much by jinking. Certainly they should in space. Still, RAW, it's essentially impossible to hit a high-G evading target with anything but a missile at visual range, so one could craft modifiers that reflected the Striker or MT view of visual range space exchanges.