Maybe: Every ship gets x speed points to spend each round. However, to each ship assign numbers to "Top Speed," "Maneuverability," and "Acceleration." The Maneuverability score is the number of speed points required to change heading by 60 degrees, and the Acceleration score is the number of speed points required to change speed by +1 or -1. You can freely alternate between moving and changing velocity (speed and direction) until you have moved as far as your top speed will allow and you run out of speed points.
Example: For no particular reason, take x=10. A fast, nimble ship might have Top Speed=10, Maneuverability=1, and Acceleration=1. Such a ship with current speed=4, might spend 1 point to turn 60 degrees, then 6 points to hit top speed, then move 10 hexes (we're done moving but we can still spend points), then spend 1 points to turn 60 degrees, then finally spend 2 points to reduce speed to 8.
How wold you then fit that in with the fact that the ship has a velocity already - would you allow him to rotate 60 degrees, then 60 degrees again, then sixty degrees again and then accelerate to 6 and fly 6 squares, and then turn again? My feeling is that a fast flying ship's turning arc is larger.