Right.... Thought processes:
Meaningful evasive action involves moving your ship out of the volume of space your opponent is throwing fire into (which will usually be, more or less, centred on where you would be if you maintainted your straight line speed).
a) The amount of engine power I have available is an upper effective limit to evasive manouvres.
I partially agree with F33D - Pilot/1 is functionally not much worse than Pilot/100 when trying to pull evasive manouvres in a fat, slow Superfreighter. You only have 1G to start with and you have a hull several hundred metres in length, which means it takes you the better part of ten seconds to move the length of your own ship along a new velocity vector. Result: Evasive action should do virtually nothing.
By comparison, a Drinaxi
Harrier-class gunship is about seventy metres long and pulls 5G flat out, and clear its own silhouette in little more than a second. Trying to hit it at a light-second's range with narrow lances of energy fire should therefore be meaningfully affected by its manouvres.
b) Dodging is only applied to beam fire, not missiles.
This is the rules, not my personal logic. As noted, there is no way you can see laser and near-C energy/particle weapons coming. This doesn't stop you jinking like two cats in a bag of itching powder but it means you can't dodge
specific shots, instead you can just make your movement less predictable.
This increases the volume of space the other ship's fire has to sweep and hence means the actual salvo density is lower - as a result, the odds of a shot actually hitting you are lower too.
You could make evasive manouvres specific to a single firer - if you manouvre only in a plane perpendicular to a direct line to the attacker, you get the most angular displacement for the same expended engine power, but another attacker at a different angle would see significantly less movement in at least one axis.
Unless people want to get into 3D geometry during their weekly RPG sessions, however, I suggest that concept can go stuff itself and say that meaningful evasive manouvres should normally affect all firers equally. Let the GM deal with exceptions on a case-by-case basis.
c) Piloting skill should still affect evasive manouvres
This doesn't mean you're flying stick, but can be how rapidly and randomly you can change acceleration, and knowing how gunners and targeting computers 'think' - for example, how long do you want to burn on a single vector to try to convince an attacker it's a base vector change, not just an evasive manouvre? Too short and they won't buy it, too long and you're wasting that engine power in a predictable straight-line manouvre.
And, indeed, does. The pilot skill check needs to be passed to actually get the DM-2.
Assuming a 'normal' DEX/INT (depending on which you use - I'd recommend DEX for a fighter and INT for a capital ship), someone without Pilot wastes 2/3 of the thrust they use. With Pilot/0 2/3 of your thrust will give you successful dodges. With Pilot/2 it's more like 5/6ths.
So, I'm mostly in favour of Solution 1 - dodging affects everyone shooting at you in the same time period, needs a pilot check, and has a set upper limit (because DM-6 on anyone shooting at you, for example, would be ridiculous). I would shy away from pilot skill + Characteristic DM, because a 'generic' Navy Acadamy fighter pilot might be DEX 7, Pilot/0 out of basic training, but stick him in a
Jester-class fighter and why would he not be able to dodge?
One variant you could try, and something I'd thought might help for fighter combat, is to allow the pilot skill to apply if greater than the gunnery skill to fixed mount weapons, or accrue.
The way I work fixed weapon mounts is that you must use the 'help line up a shot' rule before you fire them. This way, your pilot has to be involved in aiming fixed mounts (which makes sense), and a task chain with a rubbish pilot makes it harder to hit.