Another house rule we used was to completely ignore the space combat rules as written and run a more simplified form of space combat that was more cinematic. I don't remember the space combat rules specifically anymore but I recall feeling that it required too many rolls to simply maneuver around and space combats in turn felt very slow.
That depends on which space combat rules you used. First off, there was the boxed set called Star Warriiors, and this was a very detailed board game with a hex map and counters. Many of the first edtion adventures would refer to this game to play out detailed space combat. Usually, two options were given, the Star Warriors version and the role playing version from the first edition rulebook. Once second edition came out, Star Warriors was never updated, and references to it in adventures was dropped.
So, if you're talking about Star Warriors, then, yes, it was designed as a war game. Those can be slow, but a lot of people prefer the detail.
The role playing version in the first edition core rulebook are pretty simple rules. All the action takes place in the imagination. No maps or counters. This combat system was designed to involve players and their characters, so there's rolls the ship's crew needs to make: Piloting, Shields, and Gunnery.
This space combat system played out just like personal combat. There was a Piloting Segment, where everyone says what they're going to do in the round (which is just like the personal combat Declaration step). Then the Speed segment, where position can be changed (a simple roll to see if the ship that you're chasing gets farther away from you, or if you get closer to it). Then there are Fire segments, where the ship's weapons are fired.
1. Declare Actions
2. Move ships (in imagination) to see if there is new range.
3. Fire weapons.
So, the space combat really was pretty simple.
Now, I've always disliked Declaration phases, and just like what I did with personal combat, I did with space combat. We rolled initiative and then moved each ship in turn just as if we were playing a personal combat encounter. It worked great.
Each time the rules changed, the space combat procedure was changed, too. So, when the Rules Upgrade came out, the first edition space combat rules were altered. Then, again, when the Rules Companion was published.
And, even again, when Second Edition and Second Edition Revised & Expanded. So, you might have played one of those versions of the rules.
Typically, the space combat procedure was simplified with each new rule tweak, but, in contrast, more crunchy aspects were also added to space combat.
For example, in first edition, each space ship has a Speed code. This is a simple die code just like a character's stat or skill. The Millennium Falcon has a code of Sublight 4D. So, if the Falcon were chasing a TIE fighter, it would roll its sublight speed code and compare that to the same of the TIE. If the Falcon wins, then the Falcon increase one range category closer to the TIE. If the TIE wins, then the TIE moves out farther from the Falcon by one range category.
Ranges are simple: Short, Medium, Long. If the TIE is at Long range and increases range, then TIE gets away. If an Imperial Customs Frigate makes range to the Falcon Short, then the Frigate can attempt to board the Falcon.
Pilots can combine their Piloting skill roll with the ship's Speed roll to reflect not just the power of the vessel (Speed code) but the pilot's ability in the cockpit. This counts as an action if the pilot is going to do other things during the round (like angle a deflector shield or fire the ship's weapons).
As the rules were upgraded, the Speed Code disappeared and was replaced with actual movement points. This allowed the GM to play out space combat on a hex map or still keep it in the head with the movement points and a more elaboarate movement system (4 different movement options).