1. I'm not sure on this one, but might it have something to do with the role types or statcount types that you've placed on your ships? I know certain types prefer certain targets and such, but I don't recall the AI ever choosing not to attack. I say take a look at the entity file for ship and compare it directly with a entity file of the same roletype (long-range frigate to long-range frigate, for instance) from whichever version of stock Sins you're modding for.
I've known shield mitigation to rise so high that the AI will stop firing a ship. You might also check the weapon type versus armor type (Anti-Light, Anti-Heavy, Light, Heavy, etc). I don't think that's it, but there might be something in the game constant file you messed up by accident.
2. I think gruntmaster pinpointed the problem here. To be honest, I didn't know they could spawn outside of the gravity well, though. I thought they just came from the center of the ship when no hangar point existed.
3. Continuous movement away from the gravity well does indeed have to do with the weapon ranges. The first line below your weapon entries is "m_weaponIndexForRange X" with "X" being 0, 1, or 2 (a reference to the weapon index or hardpoint. The ship will move to the maximum range of whichever weapon type you enter here before it decides it wants to turn and face it's pursuer. So, if I choose to have my ship use all weapon 1 hardpoints (or the second weapon entry), which has a range of 4000, then my ship will attempt to move 4000 units away from its target before turning around.
Unfortunately, the fastest way to do this is a straight line that inevitably leads out of the gravity well. If the pursuing ship is the same speed or very close to the same speed, that capital ship of yours will just continue running unless you give it specific orders to attack.
I'm still experimenting with it in my own mod, but I've found that it usually occurs when the pursuing ship does NOT have fighter-style movement enabled and is faster or similar in speed to my ship. Or, if both ships have fighter style movement and the same speed. If my ship is faster everything works out. I'm still working on getting models with textures into the game for the first faction, but I believe that once all ships have fighter-style movement I'll be able to jimmy the speed values to reduce this problem to a rare occurance.