It is a problem, because of the built-in constraints of any game system that uses a D6 for combat resolution: with only six choices something is going to get squeezed somewhere, and in this case it's historical realism.
It isn't just that "big gun" ships like BBs or CAs can't hit fast-moving destroyers: almost no one can, including other destroyers armed with fast-firing guns and specifically intended to fight similar small, fast vessels.
With RAW you could put a Fletcher, say, and a Fubuki on exactly parallel 35-knot (Speed 7) courses at night, and regardless of how close they are they cannot hit each other, even though their matching speeds make them relatively stationary to one another for gunlaying purposes. (Size 6+, Night = 7+, Speed 7+ = 8+ to hit on 1d6: they could be 20" apart or 1" apart and none of their guns could hit.)
That, purely and simply, is historical nonsense. This is why we're seeing suggested rules for Starshells and Searchlights and methods of rolling over a "6" on a D6, to allow the system to duplicate the historical results that it currently cannot.
As it stands now, in Night battles like the Solomons (where historically both sides had very heavy losses in DDs to night gunnery and torpedoes) the destroyer captain who doesn't crank up to Flank Speed is a dope, because if he does it's almost a certainty that he's going to come through with hardly a scratch. Saying that players shouldn't be running at Flank Speed in "constricted waters" misses the point, both because the IJN and USN did run through the Slot at high speeds historically and because the same rules apply to ships in the middle of the Atlantic at night.
The - rule- is - broken.