There are better solutions to kiters than the circle of death, which should be seen as only a stopgap.
Allowing tactical FTL will put an attacker behind the missile ship. Kiting and shielding all facings in the same ship would be very expensive and might not be possible at all in the standard build box. If the time spent in jump is kept low, the kiter will be forced to endure a point blank volley to its least favorable facing before being able to jump itself.
Making the whole combat area finite with wrap around (it's supposed to be orbital space around a planet so making it of finite extent is reasonable) would allow kites to dominate 1v1, but would make them vulnerable to getting pincered by fleets, which again means their vulnerability to the rear matters.
An objective could be implemented that grants the victory to the player who spends enough uncontested time in a small region without otherwise punishing ships outside it. (PVP only)
The AI could close range if not dealing damage to prevent pointless chases (PVE only and only while PD is a hard counter)
Missiles could be made a short range brawling or finishing weapon by making PD more effective at long range than short (eg. by making it fire flak with a minimum arming distance). This moves the kiting problem to large cannons and ion beams, but these don't fire around corners and there are two weapons in the range bracket and missiles would regain their relevance against ships that have lost PD to targeted fire.
Missiles could be made a short range brawling weapon by making their blast radius and damage drop with distance traveled (and therefore fuel used) such that covered shields counter them at long range but not at short range. This again moves the kiting problem to the next weapon group rather than removing it, but it's a more diverse range group.