I think another applicable example of firing arcs as well as movement is from
The War Engine which actually has its roots here at Shrapnel Games as WDK2K. The full game is available for free download - it had firing arc's (that in the unit editor could be defined) as well as some rules for movement and momentum that I think would translate well to ship combat (acceleration time required in order to get up to full speed/maximum number of hexes moved) as well as requiring deceleration time which would sometimes require you or allow you to plan to crash into something.
Now that I think about it I haven't seen anything in the threads debating hexes vs squares etc. any general thoughts on that?