Meanderer:
1) note that a combat round is 6 minutes in MGT
2) Bomb-pumped laser torpedoes are nasty, but should logically then be partially degradeable via sandcaster fire.
3) The major problem of the AHL cruiser is this: yes, you could jump out and perform a 'fast fly-by' of the system, but what are you intending to achieve? If your target is anything but 'static' - i.e. carpet-bombardment of the planet itself, the same targeting problems apply to you too.
4) Any counter-fire will have the same velocity advantage against the AHL - kinetic energy doesn't care if the additional impact is due to you closing on it at 5,000 km/s or the other way around; the mutual total closing velocity is all that matters.
I stand corrected on the combat round length. Too used to the old Classic traveler rules I guess.
That said, your points about how the space combat rules stand because the space combat rules are horrible at factoring in kinetic energy. Lasers and particle accelerators aren't much affected by how fast a ship is going. Missiles and railguns are. And while missiles only have limited burn time, they can use velocity imparted by the launching vessel to get to the target (ie. Missiles start with the same heading and speed as the launching vessel). So if you are heading towards an enemy force that is moving to intercept you, you can launch a full spread of missiles that continue to travel with your vessel, launch another, and then when you launch a third you get them all accelerating on an attack vector against those enemies. High velocity combat requires some planning ahead but at these velocities the relative impact of acceleration is limited. In 3 turns (18 minutes) a 6G destroyer will be able to change it's speed by about 21 km/s. If you are coming in at 500 km/s you will be able to plan fairly well where that enemy destroyer will be able to intercept you, and when. The AHL can also plan if it needs to launch its fighters. It can launch missiles of its own, but won't be on precisely a head-on vector and both forces will be maneuvering. There should be substantial penalties for the velocity and maybe more penalties for the destroyer choosing an attack vector that limits its exposure to the massive missile volley from the AHL. Maybe they pass through with no effect. A hit with a 10kg mass will be 600 tons of TNT. I wonder how many spinal mounts equal that power. But you have to hit directly and missiles that miss won't be able to turn around and try again.
I think the AHL is fairly survivable in such engagements, though it would avoid them as much as possible.
So what can you achieve if engagements with enemy forces are generally so inconsequential?
Well, fleets run on supply lines. Replacement munitions, food, parts. The AHL is extremely useful as a raider. Destroy orbital stations and you cut down on a planet's ability to refuel fleets in orbit as well as impacting trade in general. If you destroy or significantly damage naval bases on an enemy fleet's supply lines - how much will this impact the movement and fighting ability of the enemy fleet? In the old GDW game "The Fifth Frontier War" each side gets replacement points they can use to restore damaged squadrons and bring armies back up to full strength. Hitting the naval bases that are supporting a fleet should destroy some of those "replacement points". And that still doesn't touch on the value of these stations as major trade hubs that the planet will desperately want to have after the war. These are strategic targets that must be defended.
You don't build a ship with half it's volume made of fuel tanks to stand in the line of battle and trade blows. You build it as a threat to your enemies and to bleed off the enemy's fleet strength accordingly.
Vessels kept near the main planet to defend against raiding fleet intruders (1) cannot be also positioned further out to keep enemy fleets from refueling at the local gas giant and (2) can't be parsecs away with your fleet.
One squadron of Jump 5 fleet intruders may significantly threaten a number of key industrial worlds. Sent out on a raid it would be commanded by an admiral who is able to use its mobility effectively (since it is almost or as fast as the enemy high-jump scout/courier vessels, it can travel as fast as information on its location and faster than the enemy can shift defensive forces around to respond to it. And most major powers can build vessels like the AHL. These ships are TL14. The Zhodani have their own equivalents.
So if you need a couple of squadrons to defend the orbital facilities this means that a half dozen key worlds will need to station the equivalent of 12 squadrons to defend against that one fleet intruder squadron. It has already taken more than its weight of enemy vessels out of the battle without firing a shot. Now reconfigure them to launch dead-weight kinetic spears from a velocity much higher. At 5000 km/s a 50 ton kinetic spear will have TNT energy equivalent of 298 megatons. Why can't a 60,000 ton cruiser be configured to carry and launch a few of these weapons? How many would there be in a cruiser squadron? And if the speed is 10,000 km/s the equivalency becomes about 1.2 gigatons of TNT (half the USA's entire nuclear arsenal for each spear) . These are strategic weapons of mass destruction. Can you see them coming? Maybe if you can detect and target them with nuclear missiles you can save the planet, but you need to hit each one individually (and a conventional missile hit probably would not be enough). Just a few get through and the impacts will cause massive surface damage (the spears would be made of dense hard material - hull metal - and will not burn up in the fraction of a second they penetrate the atmosphere) and bring on the effect described as a nuclear winter.
How do you defend against such an attack? Easy. It needs to build up that attack vector before it jumps and it needs to jump from within two parsecs to have enough fuel to jump back out after lining up its attack run (there is no slowing down to refuel at a gas giant when you jump in hot at 5000 km/s or more). So you station squadrons at all worlds within two parsecs of the major world you are defending and voila the fleet intruder's can be kept back unless they can defeat those squadrons. But again you may need to maintain these defensive squadrons at each refueling point at those neighboring worlds so you may need 3 or 4 squadrons to keep that AHL squadron from using the system as a staging area. In the Spinward Marches, the Regina system has 8 systems within 2 parsecs range that have gas giants. So if you dedicate even just two squadrons to each and another four to Regina you have 20 squadrons tied down to defend one major world, and 80% of them are kept outside that major system so they aren't available to defend it if a major fleet comes to attack the Regina system. And that is just Regina. Other worlds would need defending too.
And every major world will have its government and population clamoring for this defense. Strategically the navy may want to say no, and choose to concentrate forces in fleets they will take on the offensive (because trying to defend is a losing game). But the navy won't be the ones to make that decision just as they don't get to set tax rates and approve their own budgets. Politically it may not be possible to hold on to worlds if you aren't going to make an effort to defend them. They would have to be allowed a larger portion of their GDP to spend on system defense - reducing Imperial taxes accordingly which essentially starves the navy of funds to build/maintain those fleets.
Welcome to the depressing world of strategic missile defense - where the force needed to keep your enemy out of range far exceeds the force you are defending against.
Actually, thinking about this some more it explains a lot about the frontier wars in the Third Imperium setting. You get limited wars without use of the WMDs that can largely wipe out a planet's population because there would be an agreement at some point not to use such weapons and even in times of war neither side wants to provoke the other into using them. So you have relatively small local conflicts where a few worlds may change hands as a result of the war but neither side gets into a total war situation against the other. Neither side would field a force large enough to be percieved as an existential threat on the other (no fleets large and powerful enough to drive on to Core or Zhdant).
I think such a treaty/understanding would prohibit use of the 50 ton kinetic spears I referred to above but would it extend to the smaller lower-velocity projectiles? Would any deliberate targeting of civilian infrastructure be prohibited, but still leaving 500 km/s attacks on orbital naval stations?
The most effective defense against nuclear weapons has always been the threat that the other side will use theirs in response. I think this would come into play with kinetic weapons past a certain point.