Well, Kara, I don't have much to add.
Mobius, listen: I agree with you in 95% of cases. Attack orders, however, are acceptable once in a while. In the current example, four ships are dueling at close range as soon as the player jumps in. They are nearly 20 kilometers away from the player, but they still gotta look good in case the player switches viewpoints to the battle. Two of the ships in the duel will be destroyed within the first three or four minutes of the mission.
I tested the situation with attack orders, and it looked great. The ships circled each other; the two torpedo cruisers even looked like they were intentionally dodging the beams on the Aeolus and the Deimos. I could envision the captains yelling orders to the helm, trying to get their weapons around.
In this specific case, it made perfect sense. The torpedo cruisers have 360 degree firing arcs with powerful short-range weapons. They want to get in close and tangle with the enemy, just like a fighter pilot. Replicating the same behavior with waypoints would have produced a clumsy, artificial battle.
Moreover, most of your problems are with the way capital ships approach the fight. If there were any approaching going on in this case, the torpedo cruisers would definitely want to do so at full speed. But it doesn't matter, because the ships start the mission
already engaged in the fight. They just have to look cool and behave realistically.
Also, I took you off my PM ignorelist as soon as you were unmonkeyed, and sent you a friendly message welcoming you back and suggesting we work together on something. I guess you never got it.

And you wonder why I think you're pissed at me.