Eventually, when systems get powerful enough, it might be reasonable to switch to a full RT (but *slow* RT, since we mere humans have much slower reflexes than machines... unless the unit AI is much stronger as well) Newtonian combat model.
That'd do away with silliness like move-fire-move where there isn't even a risk of opp fire, and also it'd reduce some other cheesiness like early missile ships fleeing while shooting missiles backwards since the runner's missiles would be penalized with the ship's forward velocity vector.
Things like intercepts can be computed via trig, anyway. I once sat down, scribbled for a while, and then added a torpedo targeting system to a Netrek client (BRMH); the code worked in real time on vintage-'94 systems. OTOH, it only had to compute traces for up to 8 torps at a time. I don't have the code anymore, but it was very, very short.
But not yet.

And the benefits would be much less clear for the strategic phase, probably.
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-- The thing that goes bump in the night