I really like the idea for general combat options. There are strategic-level decisions that could be done. No tactical map of any sort, but something akin to ground invasions as some have mentioned. Admittedly this is in a sense "tactical", but if it works for invasions then it would work for fleets, imho.
The game talks about how mass drivers are close-ranged weapons, and beam weapons are long ranged, but as far as I can tell this isn't implemented in any way. Adding this as part of the "how do you fight this battle?" attack plan would fit the game just fine. It might also allow certain fleet designs such as a large ship with mass drivers supported by small ships with beams. The large ship goes into the thick of things (being a rather unignorable threat), and perhaps takes the brunt of the attack. Now, maybe something this deep isn't possible, but something roughly like it, where you are given different options to choose from and that's the only decision you make (you would similarly get defensive options).
That's as much as I want and I think it fits the theme of the game just fine. It might also make battles more interesting, and "realistic" since it could be made to result in damage being spread more amongst the ships on a fleet. Of course, I realize such a thing would take quite a bit of work, since AI routines would need to be plugged in and the combat graphics attuned. On the other hand, it is far, far, far easier than trying to program some sort of crazy tactical battle system on a map. Choosing from among say 5-9 choices is a lot easier than from hundreds of combinations of moves.
It would also add another level of things to counter in the game. If the enemy has a fleet designed to use a particular (set of) tactic(s), then one thing you could do is try to design a fleet to take it out. It adds a bit more of an interesting dynamic to building a fleet and designing ships in the context of a fleet.
-Drachasor