a #kamikaze variant of the ship with the same acceleration but a huge top speed.
I was actually going to ask about that as a possibility.
I know the ships are moving slowly but you have to remember that they are huge and very heavy. A modern-day aircraft carrier weighs somewhere around 50 - 100 thousand tonnes. The Repulse is probably 5 to 10 times that weight and is travelling at 20mph! Something that size and weight at that speed would tear through almost anything you can imagine.
If you've ever seen a video of what happens when something stalls on a level crossing and gets hit by a train, it's shouldn't be too hard to see why even at low speed that kind of mass is going to do a huge amount of damage.
I might be able to understand that on an intellectual level, but even if I do, it just doesn't feel that way in the game.
It also reminds me of another weird speed thing: Capships go into the 200/300 range when entering or exiting subspace, but fighters slow down when jumping. That always seemed odd to me. The fact that a fighter's jump drive seems to take a random amount of time to charge up has also killed me on more than one occasion. Area completely clear? Three seconds from pressing the button to actually jumping. Ten fighters on my tail, but far enough away that I can afford three seconds? Now it takes ten seconds for some reason, and I'm dead. And if nothing else, that proves that capships are capable of going much faster, if only for a few seconds. It's been a while since I last played STR, and I don't specifically remember the Hope doing what Asteroth mentioned, but that would be a good way of doing it, and it would make sense in-universe. Use regular engines to get close, then power up the jump drive when you're close enough and hit them even harder. You could even say that the destruction of an active subspace drive creates an even more powerful explosion.
From a gameplay perspective - lack of reverse thrust and glide functions. Once you have gotten used to using them, as you will if you play any of the Babylon Project campaigns for example, not having them feels like loosing a limb. Especially so when carrying out gun runs on cap ships. The 'glide-by-shooting' technique is awesome 
Glide is definitely very useful. I haven't played much of TBP, but I know I used it a lot in Wing Commander Saga, and not just for conserving afterburner fuel (though that is a very good feature). I don't have much experience with reverse thrust, so I can't really form an opinion on that either way. But one thing I wish I could get more use out of is lateral thrusters. I've played a few mods that had them (Diaspora, Dimensional Eclipse, and TBP), but they always seemed too slow to be of any real use. I guess I was hoping they'd be more like Descent. I'm certainly willing to be corrected about this, but that's how it looks to me right now.