Rebels vs Imperials are more interesting anyway

most of the range and visibility problems are fixed so it shouldn't be a problem.
Good to know, does that include the over-lightning of ships once they are build?
If you want more epic battles you can move the ships closer manually, there is a risk and a benefit to this, you get to use more weapons and abilities, but so does your opponent
Regardless, the range really is too big. If you look at the movies ships are basically positioned at point blank range next to eachother or at the very least clearly visible. Atm ships start blasting eachother from across a gravity zone. This also makes it very hard to defend civilian structures, as a single Star Destroyer can blast everything in my gravity zone.
Another balance issue I found is that fighters and bombers are completely useless against capital ships de to the Shield recharge rate for capital ships being too high. I've tested this by building only hangars as defense, and my 30 or so fighter squardons and 25 or so bomber squadrons where unable to touch a Star Destroyer, its shield regenerated faster then the tie-fighters and bombers could do damage. The tier-fighters being ineffective is fair enough, but the bombers should be able to do at least some significant damage before they are destroyed.
the problem is that sins does not have a real accuracy system, so at long range you don't miss, you simply ratio the damage (this may seem like the same thing mathematically, but when combined with the shield regen and the damage accumulation model iron clad did it makes it a huge pain because it is time dependent when the damage is applied. Add to this that the damage modelling is all or nothing, you get almost all guns on each target rather than a spread to multiple, and an ISD will cream most smaller ships in one hit)
I see, that is an annoying problem. Perhaps lowering the Star Destroyers weapon damage to simulate the many misses is in order, as atm its just rediculous how even ships like the Dreadnaught are destroyed in 5 seconds or so. To prevent capital ships from not being able to touch eachother because of this, the shield recharge rate could be suitably lowered as well. This could simulate how the Shield Generators are being targetted first almost always anyway.