Yes; that's why I keep saying that! I want to combine those two numbers.
It seems to me that the Maneuverability score obviates the need to combine the two numbers, but it sounds like you want the cost for turning to depend on the ship, right? Will the cost to speed up/down also depend on the ship? This approach, as opposed to having a flat cost for turning and speeding up/down, will be more complicated both in play and design.
For what it's worth, here's how I would define the terms:
Top Speed: The largest number of hexes the ship can move in one round.
Current Speed: The number of hexes the ship must move this round. (May be adjusted once, at the beginning of the round, before the ship actually moves.)
Current Location: The hex that the ship occupies.
Direction: The face of the Current Location hex that the ship must exit when initiating subsequent movement.
Maneuverability: Determines the number of hexes a ship must move before changing Direction by 60 degrees. (Example: A ship traveling with Current Speed=12 and Maneuverability=4 must move 3 hexes before changing Direction by 60 degrees.)
Speed Points: Points per round that can be spent to speed up/down. (Example: Speed Points=Top Speed, and speeding up/down by one hex costs one Speed Point, for simplicity.)
As you can see, there is no cost to change Direction, only to speed up/down. Two ships with different Maneuverability scores will, in general, have different turning radii (so the penalty for having a low Maneuverability score is here -- of course, such a ship can change Direction more rapidly by slowing down).
To keep physicists happy

Velocity: A datum that specifies both the Current Speed and Direction.
Edit: After considering what it would mean to have Maneuverability=1, I replaced "turning" with "change in Direction," since otherwise such a ship could never change Direction! Instead, such a ship may now move, then change Direction (new heading for the next turn).