Sounds almost like we need to add a fire control system that allows the extended range... with range being reduced if it is damaged..... That would put range on par with movement....
One thing we need to look at is what Silvaris specifically mentioned... the higher tech will tend to kill lower tech. Any ship with a +2 in each category is going to be vastly superior to any of the book ships in the same way that a modern soldier with a machine gun will hold an advantage over a 12th century spear unit.
Even when there are equal points worth of ships on a table, with large tech disparities, there is rarely equal points facing each other..... Either the high tech ship can control the range due to it's greater engine strength, or the lower tech ship ends up unable to fire due to limits in fire arcs.....ect. When I ran my test battle, I used tech level zero ships as my attackers..... and they suffered terrible losses, even without the escorts that could have been available to the defender.
The issue is not with range so much, as it is with the fact that any system, no matter how balanced, can be nerfed when extremes become the norm. I recently was putting together another battle, this time BeowulfJB's designs against the B5 designes recently posted here...... I chose 2 of his Mississippi class ships, with some escorts..... and BeowulfJB's ships as the attacker.....
(I'm not picking on BeowulfJB, as I actually find his designs to be well thought out... but as they are the best example of a design with serious range advantages, I have found them useful)
Anyways, what struck me right off was the fact that the EA fleet facing BeowulfJB's ships was vastly larger.... and due to that and due to the slight disparities in speeds, I was never able to concentrate the firepower of the fleet in a meaningful way against any specific target..... Basically, no matter how the overall battle is balanced, the high disparity in tech meant that none of BeowulfJB's ships ever faced an equal opponent..... nor even a situation where a specific ship was out-cost by it's opponents.
My conclusion is that while range is an issue... the ships themselves are so superior in every way that it also makes a major difference.... they have massive fire arcs, high enough speed to control range, long range, and solid defenses..... they have no weakness that an opponent can exploit....
There is no power allocation to limit fire, no other means than using a stealth generator to minimize the impact of range, and no major advantage to high speed other than getting to a different spot quickly (since all of the ships are on a simiar maneuverability limitation... thrust vs. speed....)
Then there are the limitations based on the fact that this is a turn based game as well... range is factored after all movement is done, and only from the point that the movements are done.... meaning the ship that does not move at all has the same chance to be hit as the one that zig -zagged or flew in a big curve.
Anything we look into is going to have to take these variables into account, or our attempts to tweak one thing may just disrupt it all...
(sorry about the novel lengthed post)
Nahuris