The current rules are good, but I would like a little bit more detail. Note the following is only for those people who really want to get into space ship battles as an adventure in and of themselves rather than a means to an end.
Alot of the following is inspired by BFG, because, well, it does space ship battles pretty good.
These rules really really require miniatures on a board. you don't need a grid though, simply treat 1" as a single VU. So a ship with Speed 6 can move up to 6" whilst a ship with guns with range 4 can fire them up to 8" etc.
Target Orientation
Different orientations make it harder or easier to hit a target. Before rolling to hit determine the orientation of the target to the attacker. Apply the following modifiers:
Closing: +10 - this applies when the target ship's fore arc is being targetted
Moving Away: +0 - this applies when the target ship's Aft arc is being targetted
Abeam: -10 - this applies when the target ship's port or starboard arc is being targetted
3D or not 3D
This is optional even within these rules because it can get a little complicated. Ships are not always fighting within the same plane or even the same vertical orientation (they could be upside down relative to the target for example). This can still be represented on a 2D playing board by using altitude markers. You can choose to have unlimited altitude levels if you want, or cap altitude at 10 or 20.
Note that as you can go below the 0 plane you can have an altitude of -10 or -20. This is only important to tell you where things are in relation to each other, so don't worry about the minus signs.
It costs 2 speed to go up or down 1 altitude. Altitude is measured in VUs just like everything else.
Add 1 to the range for every 2 VUs the enemy's altitude differs from your own rounding down. So if you are altitude 4 and the target is altitude -2 you add 3 to your ranges when firing at them.
This is a rule of thumb though, so don't go shooting at someone on the same space at altitude 10 and have a range of 5 simply because the distance on the board is 0.
If you are feeling particularly adventurous you can calculate exact distances between ships at different altitudes via pythagorian theorum: a2 + b2 = c2 so someone whose enemy is 5 VUs away and 3 VUs 'up' (5x5=25+3x3=9 =34) is 5.83 VUs away along the hypotenuse.
Assume that part of the range increase is the difficulty of firing weapons in different planes whist trying to retain your current heading.
You can choose to use manoeuvre actions to turn the ship on its axis in order to line your shots up on targets in different planes to you, but that can get messy.
Crippled and Wrecked Ships
Instead of ships being crippled when at 0 integrity, they are crippled when they reach HALF integrity (rounding up).
A crippled ship halves its:
Manoeuvrability
Detection
Speed
Weapons Strength
When a ship reaches 0 integrity it has been Wrecked. A wrecked ship reduces all of the above to 0. Any damage taken once it reaches 0 is automatically critical damage, count up against the critical table to see what kind of critical (ie if the ship takes another 8 damage after being reduced to 0 it receives an 8 critical).
Wrecked ships can attempt to use the Disengage Manoeuvre but at a Hard (-20) level. This can be used irrespective of the proximity of enemy ships as the ship has virtually no systems to speak of and the debris it produced acts as a screen.
Movement and Inertia
Spaceships don't stop moving until they actively attempt it. If a ship takes no manoeuvre actions, voluntary or otherwise, or if it has been reduced to 0 movement, it will still travel at half its Speed value in the direction it is facing. The difference is that this is uncontrolled movement. If a ship is capable of making a manoeuvre action it still must be spent, you cannot get a free move action through inertia.
Hellebore