And then we could have ships take multiple hexes.
I'd be okay with capital scale weapons having a slower rate of fire than standard scale weapons.
So you have some weapons that can fire every turn but other weapons that can only fire every 6 turns, with the justification being that it's due to heat dissipation, but you can fire 10 of the every-turn weapons and generate more heat than one of the once-every-6-turns weapons?
Since ground units already have a ludicrously short range, on the ground and in space, why shouldn't aerospace units, using the same weapons, have the same ranges?
Aerospace craft already have ludicrously short ranges. But, we'll go with this for sake of argument.
Keep in mind this switch to 500-meter hexes, would also makes the high-altitude map...interesting. Since those hexes are now only 500-meters too, the space/atmosphere interface is now, instead six 18-km hexes up (ie. around the 100 km of the Kármán line), that's now a good 200 hexes up.
Now, as it stands, when using individual ranges for capital weaponry, you max out aroung 56 hexes, or 23 kilometers. If we keep the range the same in hexes, then, a heavy naval PPC, at 3000 tons, or the even more massive heavy naval gauss rifle, has barely twice the range of a 30-ton Long Tom. SLBM-sized capital missiles have shorter ranges than similarly-sized cruise missiles.
The number of hexes to the space/atmosphere interface creates another problem: orbital bombardment.
Orbital bombardment is described at multiple points in the fiction and is, in fact, a major plot point in the Return of Kerensky novels, the First and Second Succession Wars, etc. Switching to smaller hexes to make WarShips multi-hex craft, then, results in either a situation where you have this thing that's happened multiple times in the canon, but is impossible under actual game rules, or a situation where you've got one class of weapon that can fire at
least 200 hexes, making gameplay on a table-top with a hex map essentially impossible.
Either of those are valid choices, but they create their own cans of worms, and help to illustrate why, once Battlespace got rid of the insanity of 1-minute turns and 6500 km space hexes, settling for the 18-km space hex and 1G = 2 MP acceleration on a one-minute turn, that it has not since been changed in the last 30 years since Battlespace was published.