Unless you are fighting in an extremely dense asteroid belt, debris should never be an issue. We are talking about space, and the amount of space in a planetary system is huge when compared to the masses which may share the same area. And the nearly all that mass will be in the sun, planets and the planetary bodies in orbit around the planets. Even asteroid belts will be limited to a relatively small area. Unless there is a specific reason for a fleet to be defending or attacking a facility in an asteroid belt they won't be there. Most space battles are going to occur near a target of significance.
Asteroid belts are rather large but not very dense bodies, but when dealing with fighter sized craft there isn't much required to limit exposure.
Further, this is only one tactic.
Most space battles are going to occur near a target of significance.
Which as a gravity well will attract debris and objects, not enough to hide a battleship but enough to potentially allow small craft to reduce enemy response time.
This is where fighter 'dogfighting' breaks down. You can't continuously orbit another craft, especially if that craft is accelerating unless you have a huge delta-v advantage over the other craft.
I was responding to the newtonian physics comment not the actual tactic in an attack pass. The point isn't to orbit the target but the idea a small craft has more positional change options to create more uncertainty for a turret to track.
it requires nearly zero energy to roll
Which gives no advantage to the target and would in a simulation make its turret targeting far more erratic.
There are other combat systems, such as SFB or Renegade Legion that deal with headings and turn radius, weapon arc and bearing, that would be a better base for space craft combat.
Which are still abstracted in a turn based system, it generally gives a sense of completeness but rarely in practice generates a end result much different in totality from simpler systems. ( Also have different technological considerations as well.)
The only firmpoint system with minimal changes seems to be missiles and torpedoes which don't have a range band but instead have a burn limit. ( With the exception that missiles and torpedoes lose the smart feature if launched from close or adjacent range.)
The missile / torpedo situation is where the light fighter has no current use as it has to give up any other means of defense or offense to have a weapon system usable in a combat environment, as it stands the answer in every case is a medium fighter of varying tonnage.