With the engine changes for v6 there is a lot less flexibility in speeds for size 1 missiles. This is because of missile engines being restricted to single decimal versus 4 decimal in previous versions. In my personal approach this forces more importance on warhead tech since this is the next largest space user in sz1 missiles. After that it is a balance of agility and fuel.
As an example I tend to start with 5pt per msp warhead tech to get a 1pt wh down to .2msp. This allows a .7msp engine leaving .1msp to be split between agility and fuel. You can get slightly better tohit values with a .6msp engine and high msp usage of msp, but I prefer the higher speed of the .7msp engine.
No matter you will end up with AMM ranges that, in my opinion, are longer than is practical to try to use. I design my supporting MFC and active sensor suite to have first intercept of missiles at between 30 and 45 seconds left before the ASM's reach the defending ships. I try to keep the active sensor at or below 12hs which means that the matching MFC is 4hs or less(MFC is 1/3 the size of an AS with the same resolution and range).
I tend to do a lot of modeling outsize of the game with spreadsheets before committing research and designs.