It's not about dog fighting. It's about flanking and maneuvering. Which at the moment, is completely included in game and micro managing a battle like this can be devastatingly effective against the AI (ie a non-microing Human during multiplayer). This has been discussed and, at least I think, needs to be specifically thought-out how to best keep the effectiveness of flanking and encircling without adding intense clickfests.
Here is the problem with your view, what kind of concept are the developers looking at for the way to resolve combat in the game?
From a strict gameplay perspective, the end result of any combat movement system will be the same. One way or another you're going to win or lose.
From the aesthetic look, you've got a point. It would look a lot better to see some maneuvering around the board. However, is that worth the effort (and I have no clue what kind of effort it would take, might be big or small) to implement a maneuvering system for the frigates and cruisers? What kind of rebalancing would that take as well?
Finally, what about a physics perspective? Given the scale of the game I doubt there is a concentrated idea on what kind of physics the game is using but that would make a difference in this argument. For example, trying to fight in a realistic newtonian environment results in two possible style of combat manuevers. One being that the high mass ships, relatively to the other combatants, are in static or near static position in order to avoid the numerous problems of drift. The other being where you have two ships attempting to line up an actual shot that might hit while constantly screaming past each other. In that second option combat would be two minutes of strafing each other until a single hit actually scores.