I'll go ahead and put my reply in a new thread:
Well with interception you want to be faster than the target, but not faster to the point that you cant maneuver to account for them.
That doesn't apply in Aurora. (Is it opposite week or something? Usually I'm the one getting told that.) Things can turn instantly, and speed does not interfere with the ability to maneuver.
Further, unlike ships, missiles have a single burn engine that cant be reignited. They can't stop abruptly like a ship can. Trans newtonian materials or not.
If you're doing an intercept, you don't need to reignite. It might well be possible to cut speed at the last moment to make the actual intercept easier. (This is actually a good explanation for why missiles that miss don't reengage. IRL, that's usually not possible because they're going too fast away from the target, and might well have lost lock. Aurora seekers are not notably directional, and they don't have momentum.)
If only the hame accounted for interception speed and angle.
Why does angle matter? If I'm the interceptor and I'm faster than my target, then I can easily set up the end-game engagement in the last half-second or so however I like. Fly past the target, then chase it down from behind. Or whatever engagement is best.
It might be interesting to look at making missiles with agility bonuses slightly harder to hit, on the assumption that they're using their maneuvering systems to execute dodges at a level that isn't apparent on-screen. The bonus shouldn't be as high as the to-hit bonus, but it would raise the utility of agility in ASMs.