No. Stuff moves too fast in space for movement modifiers to matter, and it'd be difficult to associate with movement modifiers at lower altitudes. Look at what aerospace targeting computers deal with:
A few hexes per turn in engagements moving in the same direction.
25 to 100 hexes per turn in crossing orbital engagements.
A few THOUSAND hexes per turn when defenders meet approaching raiders a few hours from a planet.
Tens of thousands of hexes per turn when crossing mid-transit between planet and jump point.
It's relatively easy to target someone moving in a straight line. You give enough lead to allow for time of flight and plink away.
Rather, I like the current combination of the "evasion" option and angle of attack. When there's a perceptible flight time involved, jinking can do a fine job of throwing off targeting solutions.
If you wanted an alternative, I'd say make it related to the number of thrust points spent per turn rather than absolute velocity. It's harder to hit something that's changing course.