Guidance, Boost, Fusing
[Guidance] Logic, applicable for HE/EMP/Nuke
Fast ships can dodge enormous volleys of missiles; it looks almost comical to watch enormous missile streams miss and fade away into space. But simply buffing missiles is undesirable as well, missile streams are fairly cost-dps efficient and can drill deep into slow targets.
The answer, imho, is to allow players to select different missile trajectories via guidance logic, so one pattern of dodging won't work on another pattern of guidance. This lets a player to instead of firing a single stream of missiles, saturate a volume of space with missiles to reduce the power of speed-dodging as a defense. And if a player chooses to reduce the missile stream effect for an AoE-like missile pattern, that reduces how well a missile stream would bite into a ship.
Suggested Guidance Modes: Old HE Guidance/New HE Guidance, Unguided
Players/Modders could offer up some more options for Walt here...
Initial projectile [Boost/Kick] applicable for HE/EMP/Nuke/Mine
Capital ships with fortified barrels or complex barrel architecture desire increased unguided boost phase to clear their firing arcs (see Fig. 1 from Saris & OEM's Perniculum) whilst multi-ship attack craft, especially those designed to used in Swarmer would prefer less initial kick to avoid projectiles from flying into friendlies.

Suggested Boost Modes: No Kick/Standard Boost/Extended Kick
Fusing, applicable for EMP/Nuke/Mine
One common issue to EMPs/Nukes/Mines used at close range is the problem of friendly fire; nukes/mines/EMPs arming on a close opponent can affect the launching ship. Capital type ships would usually rather "waste" their nuke than eat their own damage, but for subcapital attack craft it may be a worthy sacrifice.
For EMPs this is reversed, a capital ship usually can accept a small section being knocked out by EMP and continue fighting at slightly reduced capacity, but for subcapital craft getting EMP'd can be a death sentence.
Mines arming at extended proximity is useless when fighting capital ships (because a few mine fragments does jack against heavy defenses) whilst arming at long ranges is acceptable vs lightly built attack craft, as their defenses are minimal and even a few mine fragments can deal significant damage.
Suggested Fusing Modes: EMP/Mine/Nuke Arming Delay 1/3/5 seconds, Mine Fusing Distance Standard (current range)/Short (half current range)/Contact (contact-only)