I agree with the OP that larger missiles should be both slower in terms of max velocity and turning rate than smaller missiles, even assuming the same weapon to secondary ratio. The game in general has some issue with everything scaling up evenly. In places like a weapon's fitness for dealing with substantially larger or smaller craft, an imbalance or imperfect scaling that sets apart the largest and smallest ships would allow for more diversity in ship and turret roles and more diverse and interesting gameplay overall.
I want bigger turrets and missiles to have a harder time tracking and hitting significantly smaller targets, just as smaller craft shouldnt have much hope of stopping a battleship from blowing up whatever it was going to blow up (including the fighters, if the player commanding them doesnt disengage) Bombers have a role in damaging capitol ships, and defensive turrets, gunship escorts and fighters should have a role in intercepting bombers. With large capitol turrets and missiles being fully able to track and kill even the smallest craft equally efficiently as the largest, theres no point in fielding small or midsize craft in the first place. Just another, preferably bigger, battleship.
I want bigger turrets and missiles to have a harder time tracking and hitting significantly smaller targets, just as smaller craft shouldnt have much hope of stopping a battleship from blowing up whatever it was going to blow up (including the fighters, if the player commanding them doesnt disengage) Bombers have a role in damaging capitol ships, and defensive turrets, gunship escorts and fighters should have a role in intercepting bombers. With large capitol turrets and missiles being fully able to track and kill even the smallest craft equally efficiently as the largest, theres no point in fielding small or midsize craft in the first place. Just another, preferably bigger, battleship.