AX battles are very different depending on ship. Not just their speed and how well they orbit in FA OFF but hardpoints, internal capcity for armour and/or repair limpets and limitations in utility slots all play a major role.
The 'perfect' ships for AX like chief, challenger and even i guess Krait 2 do not have to compromise much because they can mount everything they need. But in smaller ships you have to make decisions based on the ships limitations. Sidey cannot mount flak and has low damage output for example. not to mention unforgiving lack of protection
Source: https://youtu.be/k1V8cn6hFKY
The DBS is better suited to AX but as flak only comes in class 2 you have to choose between flak and lowered firepower, or greater firepower and no flak. I did a Meusa run without flak and it's dooable but flak makes life so much easier:
Source: https://youtu.be/--96h1n42z4
Other ships have major trouble orbiting but can still mount everything you nee. the AspX has a great boost that cycles really quikly but its lateral and vertical thrusters make orbiting very very hard:
Source: https://youtu.be/IW1yDabN1PQ
And some ships like the eagle, only have a single utility slot. this is managable against cyclops but for anything greater you would need to synth heatsinks mid attack run.
Source: https://youtu.be/nvNi8IoV8Pk
The reason a lot of fights look similar is because for medium and small ships cold-orbiting is the only sttrategy that reliably works. Interceptors above cyclops are far too damaging to slug it out. Avoiding damage by cold orbiting is the flight technique that will keep you from the rebuy screen
As for interceptor speed. we have the Basilisk to challenge ship speed. we dont need any of the interceptor speeds changed