Here is a thought train for you.
* I don't think dogfighting with this much inertia will be playable. Even docking with a predictably rotating object is hard enough to spawn various frustrated discussions. Close quarters evasive maneuvers as well as staying on somebody's tail seems pretty much out the window.
* The interface does not seem to give a situational awareness that invites to creating fire zones, multi ship formations, maintaining an intentional AOB (angle-on-bow), using other enemies to break LOS etc. Even if you are not going to be part of a fleet, you probably are going to attack or defend something that has multiple units that you need to relate to differently (escorts vs targets).
The demos thus far have been straight forward shooting on stationary items. But all firing seems to be at a range that would be impossible to maintain if the target has some rudimentary MTS/RCS.
One thing I can think of is some sort of beam weapon that is not instant hit, and the damage dissipates with distance. So you basically try to deal with system damage and maintaining shields and weapons while deciding if you want to close in on, or speed away from your target.
In addition your targeting profile should matter. If you decide on turning off TMS, then the targeting system of the opponent will be less effective because you give off a weaker thermal signature.
So maybe a possible scenario could unfold like this:
* One of your (affiliated) facilities reports multiple unknown contacts: two small, one medium. Not responding to hails.
* You plot course towards the station. Full speed. Engage.
* Station is reporting the two small contacts are opening fire. They are identified as fighter crafts. Defense grid is engaging.
* You keep full accelleration. You cut active sensors.
* Station is reporting that passive defenses (shields and armor) are holding. One fighter damaged.
* You are approaching, but still outside sensor range. You see the station on sensors (due to its beacon). You do not yet see the attackers. You decide to cut down on engines and vent heat. Dumping heat before going "dark".
* The attacks firing and active sensors are registering on your sensors. You cut down on power while stowing the radiators. The (little) heat generated is now magazined in the TMS loops or some internal reservoir. You are basically drifting towards the station at high speed. The station is reporting that defensive grid has been disabled. Shields are holding. The damaged fighter is going critical, eject its core and is dead in the water.
* The station is reporting that the medium target is now closing in and identified as a corvette. It has boarding capability.
* You are within firing range and getting a firing solution. You know full well that you will overshoot the battle area. You will get 4-5 salvoes. You put full power to the weapons system. Heat is building up.
* You fire a large salvoe at the corvette. Station is reporting that target is damaged. You cannot assess the damage because you are still going without active sensors. The enemy fighter is attempting to locate you. First warning of ECS system overheating.
* You fire another salvoe at the corvette. You score full hit. Heat is now at alarm level. You find you must reveal yourself at this point. You turn on full TMS radiation and activate full sensors. All systems except MES.
* You find that the corvette is moderately damaged, but probably still drifting towards the station so it's not all in the clear. The fighter is firing at you and hitting. The station is reporting that the defense grid will be up in 30 seconds.
* You pass the battle area at high speed. You fire at the fighter, but miss. The fighter is scoring another hit. This time you take damage. The fighter is pursuing you.
* The station defensive grid is now operational. You direct it to fire at the corvette. The fighter is accellerating quicker than you, but you are going so fast that it trails behind.
* Station is hammering the corvette. You and the fighter are shooting back and forth, but it finds that it is fighting above its weight class and speeds away. You cannot pursue.
* You fly back to the station. The corvette can just sit tight while the failing LMS deals with the crew and troops. You salvage the disabled fighter and capture its pilot.
At least this is the sort of combat dynamics I see that will lend itself to the current game mechanics. But at the current velocities, I do not know if this is viable. With the speeds things are passing each other, it is doubtful that this mechanics will play out.
I do think the game needs beyond-visual-range combat mechanics. I do not see LOS as a tactical element, except when sneaking/hiding to avoid initial detection. As soon as the battle is raging, you cannot navigate to remain in the shadow. If you have main capital ships, then avoiding/disabling firing arcs may be a factor, but again it's hard to maintain AOB (angle-on-bow). It would demand that you have a display that somehow shows a close-up of it so you can see which side of it that is facing you.
If anybody has read Peter Hamilton "The reality disfunction", then this is the sort of combat mechanics that may be viable. Two vessels sending combat "things" towards eachother (hybrids of drones/weapon station/missiles/countermeasures) and that these are the expendables.