Yes another ordinance fix, but I think it's a new idea that would fit well.
I remember the old tie fighter games where you could shoot missiles down so this replicates that. Shooting missiles and torpedoes from far away is possible, but we're easily dealt with. This would prevent range 5 ordinance from being massively overpowered in the initial joust.
It also lets ships other than the target assist in dealing with fired weapons.
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A new mechanic card, like bombs. My wording sucks, but I think I can purvey the idea.
At the start of combat, place a torpedo/missile with range 3 into play at range 3 (using the range stick like a maneuver template of sorts) with the long range ordinance token (which has a firing arc, like the bombardment tokens from the transport). You (the launching ship) may not perform an attack this round.
You may move 1 focus and 1 blue target lock token from your ship to the long range ordinance token. The token may immediately spend 1 focus to obtain a target lock on an enemy ship inside its firing arc.
Treat the token as a ship with pilot skill 0 with 1 hull, 0 agility, 0 attack, with the ordinance card equipped. When the token activates, it must use the equipped ordinance card. Treat the range of the ordinance card to be 1-3. Discard the token at the end of combat.
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Probably a modification card to enable this. Could even then have specialized cards that give the ordinance more defense etc. And could even have defense mods that specialize in dealing with long range shots.