I did a few tests last night and because of the way initiative works I don't think the range argument, or at least the 24/28" part of it, has too much relevance. Taking Hawkwood and Decados frigates as examples if decados move first, they move one ship at half speed, then Hawkwood decide between coming into range to fire or staying back. If they come into range to fire then the rest of the Decados fleet move forwards full speed, possibly turning upto 45 degrees to get a broadside in. This opens up the whole of the Decados fleet as targets but means that one Hawkwood frigate is going to take a heavy hit.
The other option open to Decados is going All Ahead Full (or is it All Power to Engines, I can't remember, extra 50% speed anyway). They lose 2pts of shield of every ship but can move forwards 12", which when deploying 36" apart (and yes, not always directly opposite...) allows them to close range very quickly. I honestly don't think, given that nearly every weapon has burnout or ignores shields, that losing 2 shields is much of an issue... infact against Decados I'd probably do it every turn to try to gain extra fire arcs since -2 shields out of a potential 12 damage from their frigate is minimal.
I agree that it will be turn 2 before the 16" broadsides from the destroyers come into play, but to be fair, they can expect to do an average of 12 SUCCESSFUL hits on a frigate and 9 on a destroyer, and anyone smart will use the em pulse guns and blasters to take down the shields first (remind me, why would any ship fit em pulse guns rather than blasters? They do exactly the same thing except the blasters do double hits to hull also...).
I appreciate that 3 playtesters have replied, it would be nice if the playtesters might be open to the idea that us mere non-playtesters with only a few decades of wargaming experience might find something in the game that might need a second look and possibly a tweak (I'm pretty sure I posted a couple of weeks back saying the Mantis was overpowered).