Eh? Like I said, in a fluid state regarding maneuver.
No actual movement system yet, but maneuver is important in your rules? Okay.
I want ship drivers to want to be at optimal engagement bands for maneuver decisions...
But you have no movement system yet. You can fiddle the weapon ranges and damage results all you want. Bake this into that, fold that into this, and none of it will matter. If you want meaningful maneuvering which makes ranges important you need a movement system, oddly enough.
Remember, this all began when you claimed
"In my implementation though, they DO have big range differences." You can talk about big range differences all you want, but how do ships move between them?
... my idea is that we blow up into detail, so we know what we are 'simulating', and THEN we can boil it down to more manageable numbers.
Well, one thing you'll be simulating that nearly all versions agree upon is vector movement.
As for all the rest, you're going to have to choose just what version you want to simulate. Each version has aspects that are more "fiction" than "science" and none can seamlessly fit with the other. Each choice you make is going to preclude the others while also driving your design.
Your idea about shifting between "fleet maneuver" and "drama resolution" scales means that your rules - when they start to settle down - won't work well at either scale. You need to pick a scale and stick to it. Successful games and successful designers pick one scale and stick to it. When they do include another scale it's at a "quick and dirty" level. That level may work very well, but it doesn't have the detail or focus of the design scale.
Check out
GMT's GWAS series among others for some ideas regarding scale in naval games.
As for EP allotment by turn, do you really want to start walking down
SFB's path?
This thing isn't ready to fight, but I do know what the general outcomes are.
It isn't ready to fight, that's true. However, you also don't know what the general outcomes are yet because you don't yet have enough of a system to actually analyze. You have a grab bag of "outcomes" you want the design to produce, but you don't yet have any of the systems which might create those "outcomes".
Thanks to Pat Flores at
The Citadel, I've been lucky enough to be involved in various play-tests since the late 70s.
No game survives unchanged after being play-tested. You won't know what your rules will produce until those rules are in the hands and minds of other players. You "know" what the rules are "supposed" to produce. They'll use the rules as written to produce something you'll be surprised to see.
Concentrate on one system, something like one type of movement or combat involving one type of weapon, get that to a "beta" level, and post it here for comments. There are enough of us grognards here to help parse it for you. More hands and minds may help solve some problems for you.
Good luck.