It's up to you whether or not to use the proper names. I would certainly use them for the specifically military missiles (and, of course, I would use the Kilrathi brand names for their missiles -- Claw, Fang, Paw, etc.). I would note that Privateer explicitly does *not* use the military brands of missiles -- whether or not you want to invent civilian types is up to you.
In terms of other missiles and in order to formalize some Action Stations-related things I mentioned on IRC at various points:
Nuke Mine: The nuclear mine is... well, a nuclear mine, dropped to destroy a pursuing enemy in a large explosion. It's a 'last ditch' weapon: owning one is absolutely illegal in policed human space (in fact, it is a capital crime), the cost is incredibly high (c50,000) and ultimately all you're going to do is get an enemy capital ship off your tail (and in so doing kill or disable it). The Nuke Mine has a brother, the Decoy Nuke Mine. The Decoy Nuke Mine is an empty case with trace radioactive materials -- which would be a cheap alternative that might trick a pursuing enemy to withdraw (but not ultimately causing any damage).
Seeker Missile (proper name, presumably): The Seeker Missile is available on the civilian market and is said to be "one of the most expensive launch weapons in a ship's arsenal". Seeker Missiles are as close to a "sure kill" as anyone can get: they're practically immune to chaff (Phantom drops five chaff pods, none of which distract the Seekers), they cause a huge amount of damage (a near miss from a Seeker cripples the Lazarus) and they and they have an afterburner that speeds them up at the last moment to avoid point defense weapons. They cost c250,000 - in terms of Action Stations' internalized economy, that's five Nuke Mines or over 100 tonnes of average cargo haul.
(My reccomendation would be to add them mostly for their value as opposing weapons... but make them available to the player just for the hell of it. If the player can spend 250,000 credits to easily win an assasination style mission, more power to him.)
The other 'Privateer style' upgrades mentioned in an Action Stations sequence are:
* Reverberator 3000C series engines (and then 3000E series, mentioned as being the most modern version in 2634).
* An extra half inch of durasteel armor ("laminated onto the pressurized hull").
* A Quad-Mount Auto-Tracking Laser in a Retractable Belly Turret
The cargo capacity of the Phantom (light transport) was originally 20 tonnes - it was reduced to only 2 tonnes with these particular upgrades - if you're looking for a baseline for cargo mechanics.
On another note - FA novel mentions a dumb-fire projectile, which it's warhead is a large flechette effect - like a shotgun blast. May add it as a fifth missile - it can be useful for low maneuverability ships as a defensive missile against fighters and other fast marauders.
That was actually a type of defensive weapon (similar to a decoy) and not a missile. Fleet Action takes place some 15+ or so years after Pioneer, I believe.