I suspect a lot of those bits were dictated by legacy and roleplay needs. Started out with fitting a planet into a single hex, then they decided there was this huge zone in which you couldn't jump, then they tried to make you traverse it running for unaffected space while fighting off a pirate. Long turns gave you a fighting chance. Short turns would've meant the battle was decided before you could get more than a few thousand klicks.
You could have more realistic ranges if you scrapped some of the other details that compel the big ranges, like deep no-jump zones and 6G drives. You could recalculate everything more or less by magnitudes, I think. Haven't actually run numbers.
That's basically it. The speed of ships, distance to 100D, engagement ranges and DMs mean a shooting battle, the 1000 second turn is the time element required to have a 6G limit, 3 LS firing, a chance of surprise or military advantage with the sensors, several turns of shots, and potentially an escape.
They are all interrelated variables designed to create a specific game experience.
Consider just the simple business of switching to the several thousand km range like many are advocating to deal with mirror/railgun/heat/targeting/cinematic combat/shorter time round issues.
In one sense a much more satisfying battle emotionally.
But if you are allowing for vector movement, then depending on your sensor ability you will have different styles of combat avoidance.
If the sensors are MgT they are appropriately short to the weapons, but likely everyone will pass each other in space without seeing each other or firing a shot.
If the sensors are CT LS ranged, the ships will in most cases be able to enter onto an avoidance course and jump before entering combat range.
Only guaranteed combat is orbit/near orbit of planets, or close to other key facilities.
That's why I say the short-ranged weapon model either needs abstract range bands, or the sensors need CT ranges and M-drives greater speed to shorten the time to engagement/running down by superior speed ships.
My answer to this is a bit different- 100-second action rounds, and a power allocation/firing/maneuvering guessing game before the fatal shots are fired.