Some good ideas in this thread, some of which I already use, some which I am considering giving a try.
1. different scales for sensor phase and cambat phase - I've never tried a 6 second ship combat phase, hmmm
Others may find play value in that, I don't, else I would have likely moved this more in the direction of CT resolution tracking each individual shot with HG weapons or gone with some of the wonkier Traveller ship combat versions.
2. smart missile and drone swarms - consider designing an escort class vessel with max armour, screens and point defence to go along with the swarm to act as forward controller
Now that is a neglected facet of the combats and may make for very long range engagements and a whole lot more scouting.
Makes defining HG missiles re: range/speed and ability to drift while being powered and ready to respond imperative. You would also need to have some means of quantifying what computer model/sensor fit/TL allows how much missile swarm handoff. You don't want the spectacle of a Type S bringing down the hammer of the fleet with a Mod 1/b computer and one gunner at the console.
3 - railguns and lasers for point defence - can't help it but I still think ship lasers need their range reduced (would make the missile swarm a bit more effective)
Oh, that.
Antimissile mode is 10% of the power of a full shot, can't do damage like a full shot against ships except at less then 10,000 km, can therefore fire 10x in a 1000 second turn against incoming every 100 second phase.
Target ship has agility and countermeasures to help with basic to hit (which I take to mean is the ECM roll baked into the table), and can have dedicated escort ships for anti-missile work (treated as one ship for batteries bearing).
Pitch that against missile advantages- -3 to hit - agility/evade - penaids/countermeasures when shots are long range and maybe just attack value reduction, at AM range something like the beam table is in play no gunner skill (too fast), missile agility now a plus to hit.
And missile bays can empty their VLS cells in one turn.
4 - have you considered that if both sides are shooting swarms at each other, and using fighters and anti-missile missiles, the swarm will start to have their own mini-battle somewhere in the space between the two fleets...
Well, more like the forward missile controller ships allocate their leading swarms to destroy the enemy forward missile controllers and thus get long range dominance.
I don't think one wants to outlaw such tactics, or see them dominate battles consistently, so one ought to look to something like extreme missile direction range should be about the same as extreme spinal weapon range, so there is a mix of weapons and ship types that have scissors/rock/paper/lizard/spock interactions.
I see anti-missile missiles as being like Sprint and the other nuclear ABMs, high-G short range one turn weapons that close fast against missile swarms and detonate. Perfect sort of role for turret missile racks, leaving the big missile bays for attack.
Remember, higher tech ships can carry nuclear dampers, missiles can't.