The Star Wars and WFRP3e systems from FFG both use a form of movement in which it is abstracted to Short, Medium, Long, and Extreme. It costs 1 "movement" to move from short to engaged, 2 for short to medium or vice versa, 3 for medium to long, and 4 for long to extreme. This approach has some flaws (what are the distances people are at when people are arrayed in a non-linear fashion, being able to move extremely long distances, etc.), but I think it's worth considering for DH.
The Problem with Movement in DH
DH movement is based on the Agility bonus, and measures itself in increments of one meter. Increasing the agility bonus, as well as other talents or actions, can all cause incremental increases in movement. What this effectively means is that in order to properly reflect the rules for movement, players are practically forced to use miniatures and a map. Eyeballing distances is not going to account for the difference between someone with Ab 2 and someone with Ab 3. Writing down exact distances and doing the math on paper or in your head is going to be an exercise in frustration.
Should movement be tied to Agility bonus?
Agility is already a really powerful characteristic in this game and many others. I don't think that taking away its impact on movement is going to break the characteristic. Also, keep in mind that so long as movement is tied to a specific number, it's going to need a map or a lot of extra work to be properly reflected.
Abstracting Movement
This is actually a pretty simple port to make. Simply take the short, medium, long, and extreme ranges, the required movements of 1, 2, and 3, and use action points to reflect movement cost. All characters would use this movement.
What about fast characters?
Well, this could be reflected by a basic talent (AP costs to move or disengage are reduced by 1, to a minimum of 1) and a trait for unnaturally fast characters (AP costs for movement and disengaging are reduced by 1, to a minimum of 0, does not stack with the previous talent, once 4 ap have been spent, the turn ends). Remove the size modifiers for movement as replace them with those traits or talent (include one that increase movement AP for small characters).
How far can a character move?
A character can make the following movements with 4ap.
Engaging to something in short range 1ap
From short to medium, 2 ap
From medium to long, 3 ap
From long to extreme, 4 ap
From medium to engaged, 3 ap
I think the ap system actually takes care of the problem of characters moving way too far in wfrp3e.
What distance do these ranges represent exactly?
This could probably stand to be given an exact number. I'd say this could be calculated as follows:
Figure out average speed of a running person (assume 6meters per second).
Calculate how many meters this would cover in 5 seconds. (30m)
Assign that number to medium range. Medium range is 30m
Divide that by the 3ap it costs to go from medium to engaged to get distance (10m per 1ap)
Long distance costs 6ap (60m) and extreme distance costs 10ap (100m).
It will take 15 seconds to go from extreme to engaged at a rate of 6m per second (which would normally reach 90m in 15 seconds), so the movement is fairly accurate.
So our exact numbers are:
Short range 10m
Medium range 30m
Long Range 60m
Extreme Range 100m
What about distances greater than 100m?
Just add an AP for every additional 10m.
What does everyone think?