Everything about these games screams at players to joust. Players are used to being able to close with an enemy so they can see the enemy and then shoot that enemy. Not shoot in the direction of the enemy and hope, but aim for the leg, the head, the weapon, the chest, whatever. So players are, first and foremost, going to close with their enemy.
And they aren't going to be able to stop in time because they have no idea how fast they're closing on the other ship. They see a ship as a dot, race towards it as fast as possible, and then suddenly the dot is a ship, flashing past. The fact that the other ship was doing the exact same thing isn't helping.
What's needed are tools to enhance the player's situational awareness. Let them know more information about the battle environment so they can know intuitively how fast they're closing, how far away they are from the enemy, how effective their weapons are at that range, etc.
When I built the warp prototype, I quickly realized that 2D has at least one huge advantage over 3D, and that is situational awareness. Lomsor's little video demonstrates a bit of that. INS will need to come up with a way to provide that awareness in 3D.