I may be missing something here, but I see that the mechanics make a point of stating the fire arcs on ship weapons. I perhaps get why this would be helpful if you were utilising maps every encounter, but as I understand it, the range band rules work as an abstraction, as something you could easily track on note paper without maps if desired. We see this is suggested by ships always using their chosen defence side, and the way this works with a ship engineer being able to redirect shields to a particular part of the ship, thus stacking the effect in one place.
So, for me this leaves some disparity between the mechanics and there being weapon firing arcs. I don't know what it's for.
Let's look at an example that confuses me: If my party's YT1300 (360 degree fire arc) is in battle with some TIEs (frontal fire arc), and the TIES are in close range, they fly and But do they never fly past and need to turn to get back into the fight? In other words, surely their guns aren't always facing their target?
But this example gets crazier still for me when I replace the YT1300 with an X-Wing or any forward fire arc ship. How do I explain that one away? Imagine a single TIE versus X-Wing.
If the TIE is hitting the X-Wing every turn, yet the X-Wing is also hitting the TIE every turn, both with frontal arc weapons, are we to suggest that they are always flying at one another, never able to pass, as if trapped in some combat event horizon?
Like, on a space map, with my ship tokens, literally where do I place those TIEs?
Is this something I'm missing? Or is this just the mechanic's abstraction that I'm trying to make sense of, but no sense can be made? (Though I argue that it would be natural to try - as my beginner box comes with tokens which require placing...)