I ran our first serious spaceship combat session today. The PCs were dropping off some ryll to some Geonosian buyers when four of Teemo the Hutt's cloakshape fighters dropped in. The deal was happening atop on column of a "forest" of limestone columns, similar to Zhangjiajie National Forest Park. Cue a dogfight between the crew of the Krayt Fang and a minion pair of cloakshapes, while dodging around the scenery!

To help things along, I made a couple of changes while merging the combat and chase rules.
Positioning, not speed
First of all, since everyone's dodging terrain, absolute speed isn't that important. What's important is how fast you're going for the conditions, and I use the ship's Speed rating to represent acceleration and power.
At the start of every round, all pilots make a Positioning check as per pp. 240-1. This doesn't use up the pilot's Action for the round. Pilots declare their chosen speeds in turn, and then get a chance to increase (but not decrease) their speed once they've heard what their opponents are doing. High speed is good, because all pilot- and gunnery-related checks for the rest of the round get an extra boost die for every point of speed they're faster.
Once you've bid, roll the Positioning check as per p. 240 and compare results with your opponent. You're after how many net successes and advantages each side gets when compared to the other.
Edit: The faster side can change the range of the ships for the rest of the round. Two points of speed difference change the range between close and short. Four points change the range between medium and short.
Net successes can be used to change the range of the encounter for the rest of the round add to your effective speed for the purposes of changing range. You can also spend a success to either upgrade or downgrade something in a test in the rest of the round. Advantages and disadvantages get spent as per p. 236. A Despair means you crash into something (p. 242). A Triumph means you can ignore the Navigation Hazard when rolling positioning in the next round.
This change also means that the Accelerate/Declerate, Fly/Drive, and Punch It manoeuvres don't make any sense.
Example:
The Krayt Fang is being chased by two cloakshape fighters. The Krayt's pilot calls speed 2, the fighters call speed 4. The Krayt's pilot rolls GGY (skill) + K (handling) + RR (speed & silhouette) + KK (terrain), getting two failures and an advantage. The fighters roll GGY (skill) + RRPP (speed & silhouette) + KK (terrain), getting three failures and a disadvantage.
The fighters are two speed faster to change the range from short to close.
Both sides are fairly inept, but the Krayt slightly less so. The Krayt's pilot can either change the range by one band move to effective speed 3 (cancelling the range change), or apply an upgrade or downgrade to any one test this round. In addition, the Krayt's pilot spends effectively two advantages to impose a setback die on the fighters' next action.
Because the fighters were faster, they get two boost dice to all pilot and gunnery checks for the rest of the round.
The other change was to that perennial favourite, Gain the Advantage.
The idea is to make it more useful, treating the action as getting a missile lock, lining up a shot, or whatever. Each net success on a Gain the Advantage check turns into an automatic Advantage added to the result of a subsequent gunnery check. This allows pilots to guarantee criticals, or activate a missile's Guided quality. Also, the difficulty is based on the opponent's Pilot skill + ship handling.
For example, the cloakshapes try to Gain the Advantage on the Krayt fang. They'd roll GGY (skill) + BB (positioning speed advantage) + PPR (Krayt's pilot's skill) + B (Krayt's bad handling), getting three success, two advantages, and a despair. That'll give them an automatic three additional success to their gunnery check next round (enough for the missile's guidance systems to kick in), an immediate Evasive Manoeuvres, and a collision with the scenery.
Thoughts?
(Edited after feedback below.)
Edited by NeilNjae