Allright, thanks to all for feedback, this will greatly help me to improve the next version of the mod which will be out as soon as I get a the following updates done! And thanks for all the praise, and criticism too. 
To adress a few matters:
-SHIP SPEED: definitely too slow. Their top speed will be adjusted in a "speed revamp" for b0.82 version of the mod. Basically, I simply reduced ship speeds based on a simple divide operation - most ships got a half speed reduction, while caps got their rop speed divided by four.
The new ship speed table will differentiate by class and purpose. Capital ship speeds are still going to be the slowest, but far faster than they are now. These differences between ship classes will not be as large, but they are still going to matter.
The top speed of all ships will be the scout, and that will remain unchanged. The bottom speed will be the siege capital, which will have its top speed raised by some 50%. All other ship speeds should fall between these two values. They are further to be divided into three classes:
-capital ships: slowest, with the fastest capital ship equal to the slowest cruiser type
-cruisers: medium range, again with the fastest cruiser equal to the slowest frigate type
-and finally frigates
Each of these class groups will further be divided into roles:
-assault: ships designed to fight hard and fly fast, they are going to have the most powerful engines to help them both survive and reach combat quicker; the fastest role type
-support&carrier: medium-speed ships; as the name suggests, they are going to encompass support types and carriers
-fire support: heavy duty firepower, these ships sacrifice mobility for sheer damage potential; including siege types, long range frigates and colony frigates (not colony capitals, which will fall into the support role)
SHIP TUNING: as was suggested, some ships like Illuminators escape the LRM box-in by having multiple firing angles. Their weapon characteristics will be further refined, perhaps by adjusting the firing rate or damage, or both.
The "jousting" effect is actually called a head-on pass.
Its a classic maneuver, and one that is pretty much impossible to avoid with current fighter physics. Naturally, most head on passes end up with someone getting a voley of laser or plasma or whatever up their tailpipe. I feel this is pretty much as it should be.
Siege ships are indeed, observed a bit too weak. They are going to get a buff in defence, but only a minor one - their weapons were left unaffected by the mod and are going to remain so. They, however, are meant to be extremely vulnerable to other types of ships, especially assault types. Sending a bunch of siege frigates at a planet and hoping for that mass-carpet bomb carnage will likely result in a lot of broken-up siege frigs, especially if the defender has any sort of a fleet in orbit. Best use with a large fleet to occupy enemy forces, or as a separate "mop-up" fleet jumping in after the action has played out and the player has control of the gravity well. In fact, the buff will be done for the sake of AI which still tends to send siege frigs as a part of a main attack force - this will give them a sligtly better chance of doing some damage.
Long range frigates were initially observed to be actually superior to moving ships - they could simply turn in place and continue shooting while the mobile ships had to complete their pass and turn about to get another chance to fire. That's why the LR frigs got a big nerf to their shield and armor values as well as a large penalty to turning speed. I feel that LR frigates are meant to support the all-important assault types in battle, not dominate the battlefield. They have a very specialized role which can be further augmented by creating fire-groups with them and manually assigning targets to them during battle. They are still very dangerous, especially in numbers.
ABILITIES: these are also going to receive a look-through. However, to save time, I would appreciate all willing beta players to suggest possible issues like Soor has done. This helps me a lot in getting to problem areas much quicker.
Anyway, the next version of the mod should be ready in a few days. In the meantime, keep those suggestions coming, if you got them!