One variant [for tactical movement] could be to divide the round into 10 "movement steps", and a ship moves only in some of these (according to its SR). The table would look something like this:
Segment
1 2 3 4 5 6 7 8 9 10
1 *
2 * *
3 * * *
4 * * * *
SR 5 * * * * *
6 * * * * * *
7 * * * * * * *
8 * * * * * * * *
9 * * * * * * * * *
10 * * * * * * * * * *
|
If one should have a SR of more than 10 (not likely, but possible with proficiencies like Spelljamming and spells like Increase Rating), one moves once on every step, and twice on the steps corresponding to (SR-10). If you play this system, a ship can shoot in any step that it moves, either before or after the move.
You can fire in any movement step that you can move, either before or after you actually do. I don't think I'll bother with projectile SRs; quite often, a catapult shot (SR/Range 3, IIRC) will be *slower* than the ship that fired it. Of course, one could modify this with the ship's SR, but I think that I'll just treat them as disappearing if they miss.