Homeworld 2 vanilla, maybe. Post Point Defense Systems mod application, no. Frigates and destroyers in that mod constantly shifted positions when firing, not just getting in range, but circling their target, bobbing and weaving. All in order to minimize their profile and the chance of being hit.
And that situation isn't valid in Sins because of the fixed hull mounted weapons having a narrow firing arc coupled by the fact that they cannot out pace the targeting systems. You can move in circles all you want because most Advent ships will still hit you due to their firing arcs, the only place that is safe is to stay in the rear. You can micro that on your own.
And even if you look at TEC ships their turrets have perfect tracking so all you do is run from one arc into the other, the only blind spot is with their emitters and again you can move manually - god forbid you click an extra once!
So is the universe of Homeworld a valid comparison? NOT REALLY . Read and think about what you post and if you did at least come up with counter arguments based in the world of Sins not Homeworld. Two different universes. Two different technology functions.
And somehow the immense vastness of space, where distances are measured in the hundreds or thousands of kilometers, valid military strategies that have been applied from the beginning of pointy sticks to massive dreadnoughts now plays no effect? Bollocks.
You obviously underestimate what technology can do. Yes, because warfare has been static for all these years. Because a tank didn't change anything at all and because a nuclear weapon isn't anything new. There are constants but knowing where to apply them is half the battle and I think you've lost that one.
Guess what? You can't even do that the way Sins is set up because of how the Advent work and because of the weirdness of the Vesari and because TEC computers have immensely good tracking and turret rotation with a few exceptions. There are valid military tactics for land, sea, air, and space . All of them are unique without much carry over value and you have failed to recognize that simple fact.
You would have (most likely) a valid argument if ships could maneuver better in Sins but apparently they can't, they're stuck like 2D RTS units and have to make wide movements (or maybe a better example are naval ships) thus really reducing the effectiveness of staying in a cap ship's shadow and while you're moving their rear guns are pelting you while you're effectively doing ZERO DPS. Go figure.
Here's a summary for those of you too lazy to read but chances are you're going to make the same post as all the other people who try to argue that moving/dodging/bobing and weaving has a sound scientific/military point:
1. Frigates in Sins have fixed turrets with the exception of few preventing them from dealing damage while attempting to flank.
2. Capital ships have almost 360 arcs in covering and often in the rear with the exception of certain heavy weapons such as emitters on a Kol Battleship.
3. Moving targets do not affect accuracy of incoming fire.
4. Moving targets cannot evade continuous beam weapons.
5. Ships have reduced maneuverability due to the slowness of their engines and the nature of gaming design that requires them to make wide turns. There have been no posts thus far to explain why they need to do this.
6. There are no hard points , critical spots, or whatever you want to call them on ships.
7. Rotation of a capital ship takes less time and is more efficient than the flanking motion of a combat based frigate (scouts can possibly keep up, but do you really want to micro that?)
8. Sins is its own unique universe with its own laws that may or may not coincide with your skewed vision of reality.
Seriously, unless the engine gets an overhaul or lore is issued, there really isn't anything realistic to having extra movement in your ships. Everything that is logically possible can already be done by clicking every now and then (not intense micro). Q_Q