Nah, getting ships to hit moving planets is a simple numerical method algorithm.
The system map really is the hardest part, and we are still working on how to optimally update it fast enough to give Pulsar a real-time appearance.
The second hardest part is/has been ships and task groups. It sounds oh-so-simple, but the longer we've looked at it the longer the list of fiddly bits to be included has grown. Trying to keep track of which task force name variables, commander links, cargo lists, etc have already been coded or still need to be coded is a bit daunting.