Thought Experiment time: Let us say for the sake of argument, you have a fighter barrelling down towards your craft. Head on, its profile is such that it presents a target that occupies a 20' diameter cylinder. It has the ability to accelerate towards you at 3G, and jink about at 3G. In one second, how far can it displace itself from shots being fired at it?
First - its frontal area is going to be 314.16 square feet based on the formula of area = pi*r^2 where radius is 1/2 diameter.
Second - area in which the fighter can be is equal to 3x32.16^2 x pi or roughly 28,952.92 square feet. Dividing area of target potential by area of target, you get a roughly 92 potential regions the fighter can be in. This as compared with the fact you have only 10 turrets each firing 3 lasers at the target.
Now, add to the problem that your lasers have to be precisely aimed at the moment of shot as compared with the other batteries involved. Now add to the fact that instead of a 3G circle based on what the Fighter is using at THIS moment, your actual potential area of fire is based on the totality of that fighter's potential region (as he is not going to be nice enough to annouced just how much agility he will be using prior to your taking pot shots at him. So call it 6G's of area that the fighter can displace himself by...
Area of total potential displacement versus actual size of target results in a ratio of:
116,972.7 square feet/314.16 - which is 372.34 times.
This is if you allocated one entire laser battery at the fighter that is coming DEAD on towards you. I didn't even want to get into the prospect of having to allow for deflection shots.
In all, I suspect that if a ship is running away from a target, and it knows that the enemy is trying to at least keep up with them when they use 2 G's worth of acceleration to get away, the firing ship might say "ok, they are likely going to use 2 G's of their manuever drive to keep up with us, or 3G's to close in on us. Tighten your target area accordingly..." Anything beyond that is a matter of rock/paper/scissors as they attempt to guess what is going on.
Size does matter in this game when it comes to trying to hit a target. I'm guessing too, that "accuracy" issues not withstanding, the "To hit" values versus size values really should be dramatically improve where the potential displacement of the target hull is less than its size overall. As potential displacement depends solely upon the manuever drive allocated to agility, larger ships should be easier to hit while smaller ships should be nearly impossible to hit.