Even in our current, modern day warfare, this no longer applies. The majority of combat occurs beyond the horizon (no need for tactical maneuvering other than getting the jump on someone, certainly not weaving); our (U.S.) carrier groups are based around keeping the enemy outside of cruise missile engagement range, because they know that once an enemy is able to get within range, that no amount of maneuvering is going to be able to avoid incoming fire.
If Sins weaponry consisted solely of guided missiles, you might have a point.
Additionally, WWII did not have computer-assisted aiming; I sincerely doubt that if you were to have had just modern day solutions that WWII naval battles would have had as much maneuvering as they did.
They did. Just because they didn't have Pentiums doing the math doesn't mean they didn't have computers then. Or radar slaving, to track where shots landed for recalculations.
Now, a step beyond that, we're talking about futuristic, space based battles. Yes, the distances are larger, but: 1.) The ships are a helluva lot larger (even those frigates vastly outsize what we currently have) and 2.) There is negligible atmosphere/gravity to interfere with firing solutions, making even kinetic rounds deadly accurate.
At the distances involved in a planets gravity well, even mass drivers can miss. All it takes is for a ship to slow down, or change course slightly, and they'd miss.
For a working analogy, think of your kinetic round as an unguided torpedo, and your target is a destroyer/cruiser some five kilometers out. A lot can happen to turn that hit into a miss, especially if they spot it in time. The same principle applies here.
So, again, I see no need for ships to be weaving in and out, or to move much at all. Perhaps if Sins put a higher emphasis on fleet formations and firing arcs, and much longer standard engagement ranges, some maneuvering would become more advantageous, but realistically, there's no real need to move as it stantds.
As it stands, I'd rather see an automated system of bobbing and weaving. Depending on how the code is set up, it could be simply applying the flight behavior(lowered intensity) of fighters to frigates and cruisers. It will be a cosmetic effect anyway, since from observation, Sins applies hit damage even before the projectile makes contact, with the possible exception of missiles. I suspect it may use a base hit percentage rather than any physics based impact calculation.