Well, missiles are still avoiding collisions; I looked into it today and discovered/remembered the problem. They're coded with what in an FPS would be considered a 'hitscan'. Basically missiles don't actually move if they could move to hit their target; instead they'll just roll a hit chance. Only if they can't hit their target do they move around and potentially interact with things like flak and asteroids. To top that off, dumb-fires are a double-exception, in that they never move, and thus never interact with the environment.
Clearly the missile movement/interaction code needs to be semi to completely rewritten to deal with this. I'm hoping for the former. That said, i won't tackle this today, but hopefully I'll find time early this week. It shouldn't take long, but I'll likely need to rework some of the chase/collision code to have a switch in it to know when to apply and when not to.
As a side test, I had reserved a shot with Scratch, so that was a test of point-defense on a cap ship. I'd tested this over in Game 6, but good to see it working in a 'live fire' environment, especially after all the bug fixes. Hopefully it prohibits me from a combat phase action this turn.