If you only have one on one capital ship fights, positioning is not so much of an issue. If you have a mix of small ships and capitals (especially silhouette 5 ones), then relative positioning, particularly around close-short-medium, becomes important.See I don't see the problem though, it would be odd for a SD to not be moving at all, and it has weapons with long range. I mean hitting targets is based on silhouette and not range, so I don't see how needing to change range bands quickly is much of an issue when you can shoot across the typical 'battlefield'.
'Ships start at 1/2 speed' would avoid the issue but it's a bit unsatisfying compared to the 'fly/drive lets you adjust your speed' change. It's like saying "This chair is uncomfortable so just don't sit on it". Great, but why have an uncomfortable chair in the first place.
On the very next page...Force & Destiny Core Book, pg. 237, section Capital Ship Combat:
"Similar to combat in small craft, capital ships can only perform one starship maneuver and one starship action (or two starship maneuvers) during their pilot's turn."
So, the generalized issue of 1 maneuver in larger ships (sil > 5) is for non-capital class ships. Like a single pilot in a huge ass ore hauler.
A starship or vehicle with silhouette 5 or higher can
only benefit from one Pilot Only maneuver in a round.
I still don't get your point, if ships want to fight they're going to move to engagement range, if one is trying to get away then chase goes into effect. The rule simply means a big plodding capital ship is portrayed as taking more time to accelerate and move. If every scenario you run has ships commencing at zero speed this is an odd issue for sure in the rules. If you aren't rolling initiative when someone turns the ignition key, it's likely ships are all moving at some speed in most encounters when they begin and this is academic.