You need to clarify that, as I am having problems understanding exactly what it says.
Looking at High Guard, the only time a weapon is affected by agility is in one of two circumstances. 1) the target ships agility is applied as a negative DM to the firing ships weapons, and 2) all power is diverted from the ships energy weapons to temporarily boost the ships agility.
The firing ships agility makes no difference to its weapons at all. The more agile the the target ship is, the harder it is to hit. But how your ship is moving does not affect the weapons.
And from what I can tell, sensors are never mentioned at all in Book 5 High Guard. They aren't even really mentioned in Book 2. It just says the range a ship can detect another. Doesn't say how they do it, just that they can. But once again, no mention of maneuvering or acceleration affecting anything.
So, show me a page number in either Book 2 or Book 5 that says accelerating, maneuvering, or the firing ships agility affects anything. OR anything that actually mentions sensors. Because I can't find anything on those at all (besides Bk2 implying you have them because of the distance you can detect ships).
It's simple: if the target's ability to dodge is a negative DM applied to your firing weapons (which I presume are aimed through the ship's sensors not Willy the Gunner and his trusty telescopic reticule) then it follows that maneuvering to dodge (which is what agility is in HG..pg 28.."violent maneuvers to avoid enemy fire" is stated) makes it harder to lock onto and hit the target.
RL example: I can hit and ave 96 on cold handgun qualifications firing at various ranges and from various positions at a stationary target. But if the target is moving around trying to avoid getting hit I know that because even though I'm a regular Deadeye Dick against a sitting duck if the duck stops sitting I have to now work harder at acquiring, locking onto, and hitting - let alone hitting a certain spot of said duck.
This does not mean that my weapon is acting any worse or my eyesight and skills have suddenly blurred and faded, it means that I have to work harder to hit it is all because of what the target does. So the target's
agility counts against me.
Now if I am also ducking and weaving and trying not to get shot at (and again this is from personal experience) it's even harder for me to find, track, lock on to , and hit the target. So
both mine and the target's agility work against me - although I can to a certain extent compensate for mine since I hopefully have a plan, but until I can stand still that criticl moment my agility will still affect my targeting (sensors) and hitting (weapon stabilization) the target.
But in HG it only works one way and that doesn't make a lot of sense unless we are talking about distance having a greater effect on modifying that agility DM? Like the farther away you are the more it matters, but the closer the less it matters? You know: like at 20 yards it's harder to hit dodging target, but at 2m the target wouldn't be able to dodge at all and have it make much more difference than a hit in the liver or stomach. Unless he's in bullet-time I guess.
BTW: pg 42 in HG: BG's blind the ship's sensors....as implied when the rules say things like "the ship cannot see, fire weapons, or move" when the field that "absorbs all
energy directed at it". My italics here since I assume HG and Traveller are not submarine games so active sensors are used to target and track things in space more than passive ones. And that since weapons are organized in centrally controlled batteries as opposed to locally controlled ones (that would be like in LBB2) that the ship's sensors help direct those batteries.
Or are you saying that starships won't use sensors just because the rules don't have rules (well MT does...) talking about how those sensors work? If so I'm sorry and I'll stop talking then.