On the "difficulty running away and turning" part, a 3 forward and boost is the same as a small based ship performing a 5 straight and boost, which basically means you can outrun anything that's not an Interceptor or A-Wing. The important thing is to pick your initial approach angle wisely so that you have space to do it, and also to think very carefully about what speed you set in the initial joust.
Turn 1: Advance. No shots.
Turn 2: Sit on the edge of R3 and exchange long range fire, gaining target locks etc.
Turn 3: Get into R1 and unload as hard as you can.
Turn 4: Hit a long straight or 3 bank and boost even further.
Turn 5: K-Turn/Segnors.
Turn 6: Destress.
Repeat from Turn 2.
Don't try to knife fight. You'll be trying to engage with piss poor action economy from the red turns. Other ships are better at it, with higher PS, and will eat you alive. Any named Phantom. Any named Squint. Dash in the 2400. Bounty Hunters. They're all moving after you, and can easily arc dodge if you try to stay in close.
It's basically how a lot of my games went.
Keep asteroids as far apart as possible.
One game I got caught up fighting in a tight asteroid formation. Made it very hard and actually was my first and only loss with one of my builds