I'm thinking that there should be an option for a character or creature that just wants to run flat-out during his (or its) turn. Here's what I've come up with as a possible solution
RUN (maneuver)
If a character wishes to cover a lot of ground by moving quickly, he may run. A character that chooses to run on his turn must declare this before taking any actions. Once this maneuver is declared, the character moves up to three range increments, but no less than two. When this move is complete, the character's turn immediately ends, with no actions allowed. A running character is sacrifcing defense for speed, and so can take no actions until the start of his next turn.
Characters who are critically injured, engaged, or restrained cannot run unless the GM allows it.
Does that sound fair?