Hi, I looked at your suggested rules changes. I have a few issues and suggestions of my own.
Premesuring - I like it, though if your premeasuring for a Battleship, do not allow it to choose alternative targets (designated before measuring) out side of the arc of the original target. Those turrets don't turn fast.
Gunnery - I've never understood why many main large calibre guns have a limited range. With the exception of 10 and 11'' guns they were capable of firing clear over the horrizon. I think that your suggestion is a good start, but instead of appling a range to 12" guns or bigger, simply give them increasing penalties based on the range at 20"or more apply a -1, at 30" or more apply a -2 to the to hit modifier (even with spotters), and so on, allowing for "freak hits". Over 35" would require you to reroll any successful hits.
Fast Moving targets - I don't understand your aversion to this. In WWII, speed was armour for many smaller ships. Just make it a set speed before you gain the to hit modifier, such as greater then 8" in a single turn. Its not so much how easily the guns can track the target as how well the person behind the gun can gauge the targets speed.
As for flank speed, I don't think you understand what the rated speed of a ship is. Its not its "Absolute maximum" speed but the speed at which its engine can push the ship without damaging themselves. Flank speed is a risky manouver(that risks damaging the engine in severe and ungodly ways) and doesn't give you the same result every time (engine wear, howmuch more fuel the engineers push into the boiler and how much preasure is able to build up). As an alternative, when initiating flank speed roll a d6 and divide the result by 2. That is how much speed you will gain for this turn and every subsiquent turn (requardless if you roll higher in subsiquent turn) that you maintain "flank speed". You must still roll for every turn you are moving at flank speed. On any result of 6 your ship suffers an engine critical hit and you loose any benifits of moving at flank speed (including the additional speed). You can also never use "flank speed" for the rest of he game. Treat this critical as a vital critical hit, so it may not be repaired in any game turn.
Torpedoes - I do not agree. Torpedoes were hardly the miricle weapon you are describing them as. Most torpedo salvos already deal a massive (and correctly so) amount of damage and criticle hits. It took 20+ torpedo hits to bring the IJN Musashi down. It would be more appropriate to have torpedos run like ships, moving there speed in a straight line. In fact the way general quarters handles them is a perfect example of how torpedos ran. There are examples of guidance systems back then, but they had mixed results (from miraculous to completely catastrophic).
Aircraft - the effects of aircraft are not necessarily understated. VaS does not represent carrier battles but carriers getting caught by battleships and cruisers (which did happen). Some carriers were simply not capable of launching the entirety of their aircraft compliment (only so many fit on the deck) in such a situation. Not to mention that this rule gives many carriers more aircraft then they actually carried. It would be more appropriate to allow for "carrier strikes". In which case a force containing no battleships may launch a "carrier strike" on two conditions. During the prebattle preparation if the enemy force contains no battleships, both sides roll off and the winner has successfully attacked the enemy carrier. Triple the aircraft of any Raid level or higher carrier from the attacking side. If the opposing player as battleships then he simply rolls 1d6 and on a 5+ his/her force caught your carriers before they could launch, fight the battle normally. Otherwise execute a carrier strike as described above.
Interception - I don't agree with this, this seems like a rule to protect fighters from suicidal bomber pilots. Instead to initiate a dog fight with bomber roll a d6. On a result of 4+ you have overridden the pilots better judgement and he attacks the fighter. Otherwise he shouts profanities at you over the radio and continues on as normal.