For other missiles, their trajectories are predictable to a point, and minimizing the risk of them running into asteroids or debris is part of the skill involved in using them. I think it's actually pretty important.
not firing missiles straight into a big husk in front of me, yeah. trying to lead a target to hit it with an unguided torpedo at flamed-out max range while trying to avoid any obstacles, absolutely. but a Hurricane or a salvo of Harpoons smashing into an asteroid 2k units from where i launch them? that doesn't feel like something that happens because i made the wrong decision or wasn't quite good enough to pull it off correctly.
i imagine making missiles try to steer around obstacles in their flight trajectory would be a lot more difficult / time-consuming to get right than just removing the collision, like with friendly ships, but i think it would still serve to avoid the worst of the "goddamn rng!" feeling while still keeping approximate aiming as something that requires a degree of skill/practice.
ALSO I ALMOST FORGOT TO MENTION IT NOW, THAT CHANGELOG LOOKS AWESOME!!
still lots of new stuff to look forward to that we didn't know about already! there's one thing missing that i was hoping to see in there though;
a suggestion i made about a year ago. so i'd like to ask: did that just not make it into the changelog, did you try it out and decided not to implement it, or did you forget about it? ^^