Just a couple corrections - "Phasing" shots is different from what happens due to splash damage. Splash damage in this game is rarely more than a block or two in radius, but it ignores line of sight.
"Phasing" shots come from janky netcode. If a missile is closing in on you at 114m/s and you suddenly reverse direction so that you are not where the game's predictive algorithm thinks you are, and then it "moves" its copy of you to where you are, you can basically be moved in such a way that the updated position of your ship is now around where the missile is, and the missile then impacts on something inside your ship - having basically just bypassed your armor and whatever else was between the missile and what it hit.
The other thing is, there's two kinds of damage - direct damage (what Gared calls "impact" damage) and splash damage, but there's also two type of damage delivery - hitscan and projectile.
Pistols, Rifles, miniguns, 15mm gatling guns and minigun turrets, and 30mm turrets all fire "hitscan" shots, which means that a hit or a miss is calculated instantly upon firing, and there is no travel time to the target (although the game will also draw in a "tracer" that does take time to travel and erroneously gets people to think they need to "lead" with hitscan weapons). Hitscan weapons are generally much more useful for hitting moving targets at a distance, because they do not need to lead, and cannot be "jinked" by changing direction of travel.
Projectile weapons, however, create a physical entity in the game which travels in the direction it was originally fired, and in the case of homing missiles, will attempt to turn to strike what the reticle was on when they were fired. Flak, Rocket, railgun, pulse laser, artillery, and plasma/ion weapons all fire "projectiles" with travel times and there for DO need to be "led" ahead of a moving target, and can be jinked by the target changing its direction of movement between the time of firing and the time it takes to travel to the target.
The advantage of hitscan weapons is balanced by the fact that they are all comparatively low damage, generally do poor damage vs armor blocks (especially combat steel) and do not do splash damage.
As things stand in the game, the most damaging direct damage comes from Flak (which, counterintuitively, has no splash damage, really, they should be called something like 88mm cannon or something), and the most splash damage comes from artillery turrets (which are extremely slow to fire, and have extremely slow projectile speed, so against anything that is moving they are nearly completely useless). This is also why most people use homing missiles exclusively - they do decent direct damage, good splash damage, and while their travel time is long, they turn to track whatever block/device the targeting reticle was on when they were fired. They can still miss, though, because it's possible to dodge around them faster than they can turn, or outrun them.
FURTHERMORE, even more headscratchingly, splash damage is calculated in blocks, not in meters. So, if you fire homing missiles and hit the hull of a CV, they will damage all blocks and devices within a 2.5 meter radius, but if you hit an SV, it they will damage all blocks in a 1 meter radius.