I'm going to be the advocate of simplicity here. It might be something like being a snowball in hell, but it's my position
Evasive maneuvers: All ships should have an evasive maneuvers option; when active ships do not change velocity at all on the strategic level (it can be assumed they are making completely random course changes in such a way that long term they all cancel out) but it uses fuel as if it was running engines at full burn. Note that this totally precludes slowing or accelerating, yet another reason to slow down before battle.
For firing accuracy: I wouldn't suggest modelling each projectile's path. Instead, when firing, have two choices "Dead Sight" and "Compensate for Evasion". Dead Sight is 100% accuracy if the target maintains course, 0% if it evades (for simplicity, this should be if the target activates evasive maneuvers and is capable of evading before the shot lands; assume that any non-random movements can be predicted, including planets in their orbit); compensate for evasion gives an accuracy value based on the formulas mentioned in previous posts; the area of the ship vs the area where the ship could be in based on its ability to maneuver. The shots hit with this accuracy rate regardless of if the target is evading or not. The projectiles may or may not actually travel, depending if they're interceptable by point defense (Lasers and other lightspeed beams probably shouldn't need to be modeled, but railgun shots I could see going either way. )
For guided projectiles: More of an advanced feature, but if added I see them basically working like missiles (return of torpedoes?). They'd need to be more expensive/less efficient stat wise because they have to be tough enough to withstand the magnetic fields and acceleration of railgun launch, and you'd of course need a railgun to launch them rather than just a missile tube. They'd probably also need a fairly large minimum size (maybe reduced by tech?). This last would have some interesting effects; they'd be more efficient in extremely large railguns (which would also serve to reduce their firing rate) and make them much more accurate in situations where fleets were approaching each other at high speed and a boost from the railgun was not as necessary. They could serve an interesting role as a mid-range weapon between missiles and beams.
Deflection shields: Kind of taken by surprise on this one, but it seems to have advocates. My suggestion: They take the place of normal shields, but instead of absorbing energy they deflect attacks that would otherwise be "glancing hits". Mechanically, they reduce the ship's area by a % for the purpose of accuracy calculations, since shots that are dead on or nearly so don't get deflected. I could see this being a ruins or invader tech.
One problem I see with this system: Against non-evading targets projectiles have effectively infinite range. While in some ways this makes sense even for moving targets (you can probably predict how a freighter will move) there probably needs to be some (reasonably long, maybe 20m km) limit on targeting. Or else you could fire at things like inhabited planets or shipyards from outside the system.
It would also make surprise attacks devastatingly effective, but I don't see this as a problem