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Carriers will advance far past 150 limit, close in to something like 50 range. If you edit the engagement ranges they behave as expected, so this is not a base game feature, but a bug in systemscale.
What I remarked with System Scale + Ships in Scaling, is that strikecraft are very potent, because they might have kept their vanilla attack range, perhaps on purpose. Leviathans are eaten by a "few" Hangar slots, while even line ships remain unhit, if alone really engaged ever! Leviathans are especially vulnerable to this, perhaps because of their slow speed. Moreover, I'm not sure if a range of 10 for (advanced) strikecraft doesn't make them impervious to PD (5 range), and even S-slot defensive weapons (7 range)!
There is also an issue with Slow Speed Battle mod (and/or the transition between cruise speed and normal/battle speed in Ship in Scaling), when one fleet would rush to battle while the other just behind stay unengaged (because of no front line ships, for instance).
However, if you're using any of the Ships in Scale addons (Hard or Lite) - then yes, they have issues with fleet collision values and such. I commented in respecitve mods, but I'll drop it here as well:
To anyone struggling with ship engagements: you might want to drastically reduce "collision_radius" setting in all ship_behaviors (whether in SiS mod or in an overriding one, such as BSB). Vanilla value is 2.0, which is WAY too large for real space scale! SiS sets it to 1.0, which is STILL too large in many cases. You might want to start at 0.33, and maybe go even lower for behaviors focused on shooting (artillery and such).
What happens with too large values is that your ships spend most of their combat time avoiding "collisions" with each other (even though visually they aren't even remotely close, because real space scaling makes them really small).