For small-scale, single ship or so combat, I still dont think all those rolls are an issue Dilbert

(Granted, I'd still completely waive the initial missile launch gunner roll). But the multiple point defense and so on.. as long as we're talking under 12 missiles and so, I'd still say it's cinematic. I've run it very easily where I've had my players in their custom 4 Billion Credit 900-ton ship taking on 12-torps a round and it was very fast. This is in addition to their barbette/bay exchange with the enemy.
HOWEVER, it is a huge issue for capital scale combat. You're absolutely right.
For capital scale combat, when you have those 10+ missile bays shooting a target that is protected by, lets say, 120 turrets, and a 2x PD systems, then ironically it should be a simpler mechanic. As with many scifi games, the more detailed your combat is, the more it will be an issue in single-ship-on-ship combat situations, but will be abridged (but still accurate) in Fleet combat.
Again, this is based on the heavy assumption that Matt adopts mass-combat PD mechanics that several of us have been discussing (and I've submitted to Matt), which is something like the following:
A) Determine number of incoming missiles to strike this turn
B) Roll 2D and consult a table, (modifiers for crew skill, weapon type (beam or pulse laser), turret type (single, double, triple)) resulting in
value X (a value that can range between 0.1 and 5.0 for example)
C) Multiply
value X by the number of hardpoints doing point defense to determine # of missiles intercepted. (basically, crap crew, crap weapons and crap roll means maye 10% of your point defense is effective, and on the opposite end, the equivalent of every turret scores 5 hits/interceptions!)
One simple roll to handle ANY number of missiles striking during that turn.
However, you are correct in that you have to keep track of what missile volley is how far during each turn. Basically (3 turns to impact, 2 turns to impact, 1 turn to impact, etc). Still, with the above (or similar) simple systems, missiles becomes VERY easy to handle. I dont see a way around this part however, as it is inherent to the whole "missiles/torps take X turns to hit".
Point defense batteries can easily fit into this system (as Phavoc states, each one simply acts as X hardpoints on point defense - basically more efficient), and torpedoes are easy fit as well (2 missiles intercepted can be exchanged for 1 torp intercepted). Done and done. Easy peasy
