it has to be seen yet how DU performs with so many ppl shooting and killing each other - PvP is for a later date as you know
And yes, basically it's rock paper scissors. With skills you only get % better on aiming, damage or whatever. Hitting depends on more variables tho (all imho and not necessarily what NQ has in mind):
If you look at EVEs hit chance
So it CAN be made in a way that player behavior has a deep impact on that one. Fly faster (angular velocity), be smaller (signature), use faster tracking turrets (tracking), keep moving and don't let your angular velocity be 0. When ppl think of EVEs combat system or fights they always think "yeah. click your FC, click orbit at 10k, then just lock onto targets and press F1. If I get locked up, our healers will heal me. If they're too slow then I die and reship".
While that is a quite accurate POV from an outsider to EVEs combat, it's way more complex than that (preperations alone are science) but that's not the point here.
That complex formula doesn't have a big impact on mass fleets of 500 ppl because there you have other issues and problems - but for a solo player it has a HUGE impact. If you fight solo then you have to manually control your ship in order to maximize it's performance. lure faster, smaller attackers into a trap so they shoot over you and have to come back in an arch - at which point their angular velocity will be 0 and you can hammer that ship.
And I expect DUs combat to be somewhat similar - if you have the numbers then hitting or not hitting won't change that much because it's all out war. but for smaller raids and gangs it will be quite important to know how hitting, damage and other stuff works.
So I'd rather say it's rock paper-scissors-lizard-spock-old lady-athlete-tree-flower-insect-whale-krill-hawk-moon-mars-sun