I don't think this would add much of usefulness. As others said, speeds are nowhere near equal in Aurora, not even among same engine generation ships of roughly the same size. Let's say it's a 20% speed increase with engine tuners which sounds reasonable but,
Ship A is 2500 km/s whereas Ship B is 3000 km/s. Yeah, ship A could now maintain distance to ship B but couldn't escape. And that's a really small speed difference in the first place. Could be that ship A is 5000 km/s and ship B is 8777 km/s - now 20% speed increase for ship A makes no difference whatsoever, except for a very specific situation where you have relief ships coming in just close enough that the longer time for ship B to close the distance makes a difference.
Another thing is missiles. Now that engines are unified across all sizes, it means that missiles should get tuning as well. That's not a bad thing, increased last minute acceleration is a staple of Sci-Fi and it could make PD a little bit more exciting. But in Starfire tuning makes a difference because missiles are so short ranged, whereas even in C# Aurora, we're talking about tens of million of kilometres with just normal ASM. Whether the target moves 20% slower or faster makes no difference in that scenario.
If it's not a difficult thing to add, then yeah more options is better than less options, but I foresee a situation where beam ships always have them but there's no point in putting them on anything else, except maybe fast scouts. What's the point of a module where its inclusion is a no-brainer? At least with ECM and ECCM, there are ways to around them so while useful, they are not mandatory. With engine tuners, they definitely were mandatory in Starfire according to the AARs I've read here, and that might happen easily in Aurora too.