I think you'd find if the game started with round bases, the whole movement system would have been different, and possibly based on a hex grid or something similar. Battlefleet Gothic uses round bases and pin-to-pin measurement, but it does get clunky when you maneuver and a ship has a maximum turn of 45°. You hold the turning template over the model and guess from there. Not an ideal solution at all.
I've played several air warfare games (World War I to Modern jet combat) using a hex grid and they were really good. All the maneuvers were based around those hexes, so you could still barrel roll and loop and so on. And ranges were measured by counting the hexes between ships, which was a simple mechanic used by nearly all of them.
I know a hex based system would have completely eliminated things like the Autothrusters range drama.