Hiya, bit of a long one, sorry

You present some good concerns in regards to space combat, and it’s all plausible, but there are some other factors to also consider in each area. These mostly have to do with strategy and a mix of bluffs and good (or bad) dice rolls.
The piloting phase allows each side to maneuver to the best position for the rest of the round. Yes, going second might give you a chance to put some distance between both ships, but doing so negates the ability to evade incoming attacks from the first player. Since weapons have a max range but not a minimum, for combat purposes it’s in the player 1’s advantage to get as close as possible, since running away is based on total successes of the running (2
nd) player. Of course the reverse also applies, if the first player closes distance, the ability to avoid player 2’s attacks is given up. When it comes to straight up running and chasing, going first or second plays less importance as “hiding” from the enemy comes down to sensor operator rolls. So long as that chasing pilot can keep within scan range, not much will change.
The same thing basically applies to sensor operations. Player 2 can spend his one action breaking the target lock, but then loses the ability to lock his own target, can’t try to hide, and can’t send meme attacks. Breaking target locks also only give a -2 to the other players ranged attacks while disabling his ability to use torps, both players would be at this disadvantage and it probably will happen this way often.
When it comes to torps closer than 2 AU away, the hit is indeed the same round as it was fired, but the targeted ship does have the option of defensive fire with auto cannons or countermeasures. These are considered to hit the torpedo at the last second, saving the ship from damage, but at the cost of the regular attack that round, provided the target player held his attack action for such a case. Normally, you would either attack or wait for that suspected torpedo, but you can’t do both. It comes down to who has an active lock and who doesn’t since torpedoes require it, as well as dice rolls to hit and all that. The other thing in all this I would note is that if Player A was holding his action waiting for B to fire a torp, and B never does, A would waste his combat turn waiting. A gamble, yes, but without a limitation both sides would just keep “holding” their action indefinitely. Of course, if you have extra gunners everything changes
J
I don’t know if it really answers your questions/concerns, but after playing around a bit with it, it didn’t seem too biased going first or second. More about your crew plotting and scheming to get the best advantages in the fight and working together.