Dang, I used to be good at math. This took way longer than I care to admit:
We could attach the speed of missiles to the High/Med/Low values of ships and end up with something like this:
Ship Speed Based
Fast Missile: .675c
Med Missile: .6c
Slow Missile: .525c
A few assumptions are made here. Generally a 'turn' is about 10 seconds, and that you can't hit your target further than 3 light seconds out. Assuming your hero-ship takes evasive action and flies directly away from the missile, it will be within shooting range for less than one turn before it hits the ship, giving you one round of shooting.
A Fast missile will hit a Fast ship within one turn, a med missile will hit a medium ship within one turn, a slow missile will hit a slow ship within one turn.
This doesn't scale too well though. As a slow or Medium missile will still hit a fast ship, just within 2 turns of shooting instead of 1.
The other option would be to base missile speed on game play.
Game Play Based
Fast Missile: .675c
Med Missile: .475c
Slow Missile: >.2c
Fast missiles still always hit their target with one turn of defensive shooting.
A Medium missile traveling at .475c will hit a target that isn't running within one round. If the ship turns and runs it will take 9 rounds of shooting.
A slow missile will take 2 rounds of shooting to reach a target that isn't running, and will never catch a target if it runs.
We could easily setup a missile standard speed page just like the
starship standard page and later on I'm sure we could add in rules for how many of what type of missiles you can carry. It makes sense that fast missiles would need big, powerful engines and that you could easily fit 10-20 slow missiles in place of one fast missile. Of course that extra fluff doesn't need to be added in now, we can always do that later.
(In terms of gameplay, if you remember 40k 3rd edition, there were AP1 weapons and AP2 weapons, both of which ignored all armor but AP1 existed just to show that the weapon was better than the AP2 weapon for fluff reasons. Games Workshop didn't get around to adding in rules for AP1 until 4th ed. Just like here, we should probably keep in mind how we're going to use these rules in the future and try to plan accordingly.)