Fire and forget missiles/torpedoes could have a dial, stay on the board more that 1 turn, and chase ships. The dial could be set during planning phase and revealed during the combat phase. If the movement template crosses a ship or obstacle, then boom. Maybe roll dice, or 1 auto damage, ion, stress, whatever depending on the cost. Because so many lists have fewer ships, setting the extra dial(s) for 2-3 turns shouldn't slow things down too much. It would be fun to "shake" a missile through the asteroids. And you could potentially lead the missile back into the guys who shot it at you.
Also, why not be able to shoot down these missiles. The missile might have 1 or 2 hull, maybe no greens? Again, stats depend on the cost. Choosing between K-turning and gunning down a missile that's chasing you, or staying on your own target, feels cinematic.
If anyone wants to proxy it, I'd suggest a small base for the missile with the A-wing dial. Give it 2 hull, no greens. Damage would be 2 auto damage, or 1 ion + 1 damage, or 1 stress + 1 damage. Cost, I have no idea. Duration, 3 turns.
Anyway, it's just a thought. There are tons of ways to set this up, I was considering ways to make new ordnance that wouldn't slow the game too much, and would be fun to play with or against.
Cheers!