Range in sins is rather unimportant, being in the middle of an enemy fleet is just as bad as being directly in front of an enemy fleet (assuming the same ships are firing at you)
So what i have been thinking about is a change to how the combat in sins plays out. I am not a mod-god so i don't know if this is possible, but what about giving weapons both maximum and minimum ranges?
This way, two fleets would start far apart and would fire on each other with their long range weapons (lrms, caps), then, as the fleets close on one another other weapons (Auto cannons, waves, lasers) would start to fire along with the long range weapons.
At this point, nothing has changed from normal sins, but i propose that the turn rate of lrms and caps be lowered so that mobile ships (mainly lfs) will be able to out-manuever them and hit the support ships in the rear.
At this close range, the long range weapons of caps and lrms would be ineffective and would stop firing. Other weapons, like those on HCs, lfs, support ships, and secondary cap weapons would continue to fire. The main change to combat would be the roles of the different caps and some ships, like the lf.
Battleships have large firing arcs, so they are built for this kind of warfare. Ships like the Marza, however, are more like super-lrms with all their weapons at the front, so they should be protected from flankers.
Lfs have mobility, but in sins now that counts for nothing. They are not used once lrfs are researched. With this kind of combat, they could be used as flankers, hit the enemy in the side where their main guns can't hit them. Of course, they would need their own lfs to counter this.
Lrfs would still counter lfs though, so a flanking attack would be vulnerable at long to medium range.
I think this would add a bit more tactical depth to the combat, and if this sounds familiar to any of you, it is based off the description of combat in Mass Effect.