Cleon
Legend
I'm cool with the faster speed being included with the spinning - that's in line with the original description and how I see it. (Oh, and it's 150 foot hexes, not yards. I realize I was unclear in my post back when I first noted it. 500 yds in the original rules turned out to be... not great, so the newest/best rules yanked that down to 150 ft. hexes, which works much better, both in terms of ship placement and shorter distances.)
Well 150 foot hexes does match the original tactical speeds in absolute terms, since although the hexes may have been 10 times larger (500 yards vs 150 feet), AD&D rounds were also 10 times longer (1 minute vs 6 seconds).
Although 150 feet seems a bit small to me, considering that plenty of larger spelljamming vessels are bigger than that, I can see the appeal.
That'd mean a gammaroid's tactical speed of nine hexes per round is 1,350 feet. If we make that distance the gammaroid's "charge speed", that'd allow it to move its original tactical speed and attack, which seems to make sense.
An easy match to that speed would be:
Spinning Flight (Ex): A gammaroid that has retracted into its shell can spin around with incredible speed while flying. If the spinning gammaroid makes a double move action (such as a charge attack), it can move three times its normal flying speed (1,350 ft.). A gammaroid that uses the run action while in spinning flight still only moves four times its normal speed (1,800 ft.), or five times (2,250 ft.) if it has the Run feat.