Well after looking over the numbers again I think the time scale equation listed earlier of 10*t^2 should actually be 5*t^2. The original equation is:
S = (Vo * t) + (.5 * a * t^2)
Assume Vo = 0 and assume a = 10 m/s which gives you:
S = 5 * t^2
To find a time that allows 1g to accelerate through 750km you re-arrange it to:
t = (S / 5)^.5
so t = 378 seconds instead of the 5 minute value arrived at earlier.
So I went ahead and calculated out the number of hexes moved for each acceleration move and each "momentum" move. As long as you maintain a 20:1 ratio between map scales the following will always work.
1G = 1 hex of accel move & +2 hexes per momentum move to your previous speed
2G = 2 hexes of accel move & +4 to your previous speed
3G = 3 hexes of accel move & +6 to your previous speed
4G = 4 hexes of accel move & +8 to your previous speed
5G = 5 hexes of accel move & +10 to your previous speed
6G = 6 hexes of accel move & +12 to your previous speed
If you decelerate the values are of course negative instead.
The map scales I arrived at are:
Tactical Scale = 750km/hex round = 387 seconds
Strategic Scale = 15,000km/hex round = 1732 seconds
Regional Scale = 300,000km/hex round = 7740 seconds
Interplanetary Scale = 6,000,000km/hex round = 34,641 seconds
20 tactical hexes per 1 strategic hex
20 strategic hexes per 1 regional hex
20 regional hexes per 1 interplanetary hex
The time frame between ships operating at different scales is:
4 tactical rounds = 1 strategic round
4 strategic rounds = 1 regional round
4 regional rounds = 1 interplanetary round
I think using these scales will allow combat to start as soon as a ship jumps into a system at high speed all the way down to the near starport level and be very close to mathematically correct.
Obviously this system is not required for all movement but for me it allows the most flexiblity for my starship centered campaign.