If you're making your AI dumb to fix mechanics, I'd advise you change the mechanics.
It is often necessary to make the AI dumb in many games, usually because the computer is smarter than you are, and losing over and over is not fun.
One of the biggest implications I can think of here is that raycast weapons in FPS's couldn't exist, because the AI has to have it's aiming crippled to be any fun.
The trick is to not make your AI
look dumb. For example, randomising the aim on bots makes them dumber, but you don't see it as being dumb because it more closely resembles how a human would play. Making the AI not look dumb in this scenario seems very doable within this newtonian game to me.
I think most space games largely ignore the implications of missiles, mines, and drones. Try your high-speed flyby on a big ship; unless you have miracle technology, you aren't going to survive the mines and drones that you have to fly through to intercept him.
Some games I have played don't ignore this, and make shooting down capital ships impossible, because your
not supposed to shoot down capital ships.
The solution to this problem could include
A) Not have capital ships/make them unkillable and not the focus, but the background
B) While your inventing futuristic space mines, invent some futuristic space mine defences. No reason why weapons should advance and defensive technologies stagnate.
Same issue with jousting. Maintaining range means you're trading blows hoping your armor lasts longer. The tactical situation in most of these games is dirt simple and much less deadly than what Newtonian physics, semi-autonomous weapons, and CIWS would really dictate.
I don't think maintaining range is how jousting works, I imagine it would involve two ships flying towards each other. Regardless, why would you maintain velocity with an enemy who is facing you? That sounds like suicide, bank up or something.
I feel like using a more accurate depiction of space is a fluffy decision with important crunchy implications; a decision for the game to be more speculative sci-fi than science fantasy
I already explained how such a game would be quite different to the current atmospheric dogfighting games we have, I don't see how changing the way a game worked, and therefore the game mechanics, could be described as a "fluffy decision". It seems to be very much the opposite.
Why do other aspects have to be realistic, or have anything to do with speculative sci-fi? I think newtonian physics would be a neat idea to make a space shooter fun and original, independent of it's realism.
Regardless, if you really need it to be "realistic", think outside the box a bit. Actual wars may be fought with AI and computers, but that doesn't mean our newtonian game has to be set in a war. Make it a competition, a sport with spectators. That would explain why there are human poilots, non-computer-assisted flying, limited arena size etc. Many constraints can be put in place in the name of fun that would be justified by the setting.
Don't get me wrong, I don't want to say your perception is incorrect or anything, I just want to explain why I think such a game would still be workable overall. I think you are just focusing on a different aspect (realism and setting consistancy) then I am (fun pew-pew ships with a novel movement mechanic that allows for a new and different experience than "WWII dogfighting IN SPACE").